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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!

Beta 2.8.5 Released

We have a bit of an unusual release ready for everybody. A new release that is looking pretty chunky for being a minor update. This is a collection of things we have been improving while working on the next major update. Something like a midway point release. Enjoy! Let us know if you run into any issues.

In other news, we have transitioned the Wayward soundtracks over to the new "Soundtrack" category on Steam. This means you can purchase them independently of the game (they no longer count as DLC).

As for news on the next major release, we have decided to work on seafaring, persistent world travel, and themed biomes/islands (and all the unique content that comes with that). Some of the things that have been continually requested by the playerbase.

We'll have more news on that coming up soon! On with the changelog:

[h2]New[/h2]

  • Added a new custom game option to limit (or increase) the amount of creature spawns.
  • Added more special events and petting rewards for creatures.
  • Implemented a multiplayer game/server description that players can use to describe their game in more detail.
  • Added a new legendary type for fire stoking effectiveness.

[h2]Improvements[/h2]

  • The item break warning when crafting will now mention exactly which items may be destroyed.
  • The "Grab All" and "Move All" action will now adhere to item ordering.
  • Players will now receive a warning when using items that are in or on fire when crafting with no gloves/hand protection.
  • You can now split slimes without causing damage; however, the more damage caused, the higher the chance of splitting with a bonus chance applied for slashing damage. Slime ranchers rejoice!
  • Players, doodads, items, and creatures are now offset to more accurately match the tile they are on (instead of aligning everything to the bottom of each tile).
  • Movement delay caused by low stamina will now be smoothed out like when moving while overburdened. These effects will also be combined, reducing the overall impact if both are present.
  • Added a new "thriving" stage to fire for more accurate messaging on the strength of fires.
  • Action delay caused by low stamina will now only be triggered from actions that use stamina.
  • Rafts and spyglasses will now consume one durability when using/equipping them (but also now warn you attempting to use/equip them with 1 durability).
  • Fire and tumbleweeds will now appear over items, players and creatures.
  • When interrupts happen, the game no longer treats it as though you released your mouse button while dragging items (causing you drop items on the ground for example).
  • Opening containers no longer causes delay. (Thanks Ratha Wynter!)
  • Water stills can now be stoked (and may need to be depending on fuel/tinder/kindling used when lighting it).
  • Fire that spreads will now transfer some of its intensity.
  • The stoke value shown on items now equates to the exact amount of turns of fire decay you can expect from stoking.
  • Improved performance when filtering crafts, especially when moving and especially when "Use Adjacent Containers/Items" was enabled. (Thanks Dodging Rain!)
  • You can now pick up a water still that contains water (with a warning), emptying the liquid.
  • Attempting to pour liquid on a lit water still that already has water inside will now provide a warning to let you know you are putting out the fire.
  • You can no longer refine items if their maximum durability is too low.
  • Blades of grass are now edible/offerable for some creatures.
  • Jelly cubes can now also split into slimes with reduced chance compared to slimes.

[h2]Bug Fixes[/h2]

  • Fixed the first attempt to drag or move an item failing after an interrupt happened (or at the start of a game).
  • Fixed certain cases of aberrant creatures spawning even when disabling aberrant creature spawning. (Thanks Gonzo!)
  • Fixed creatures not animating when attacking. Whoa, how long has it been like that?
  • Fixed an oversight where doodad resources had reversed chances to drop.
  • Fixed an issue where trees could produce less resources when using higher tiered tools or with high skill levels. (Thanks Arnkh!)
  • Fixed the first click after filtering crafting items not working. (Thanks Ratha Wynter!)
  • Fixed a desync related to tilled ground not matching on client side when using pre-generated fertile soil to plant seeds. (Thanks Sad Blueberry!)
  • Fixed taming creatures resulting in errors.
  • Fixed the random name button not working.
  • Fixed the golden sextant not being required for certain actions. (Thanks Amax!)
  • Fixed some chat messages being repeated when reloading a game.
  • Fixed an issue where certain items could not be refined. (Thanks Dodging Rain!)
  • Fixed rejoining a previously joined dedicated server not allowing you to choose a new character (when a new game was started).
  • Fixed sorting by crafting category showing duplicate items at the top/bottom of the list and causing performance issues.
  • Fixed disabled items in quickslots not able to be removed after traded to merchants and other some other rare instances. (Thanks mrco.gllrdo!)
  • Fixed not being able to navigate between text inputs with the keyboard.
  • Fixed an error when loading saved games from the Steam Workshop (again).
  • Fixed a few outdated item/doodad/equipment sprites.
  • Fixed an error when trying to drag disabled quickslot items into your equipment menu.
  • Fixed several broken instances where UI elements were not highlighted properly.
  • Fixed the set of quests sometimes changing when attempting multiple playthroughs of the challenge mode in a single session.
  • Fixed mods not loading if you started a game too quickly after launch.
  • Fixed items with modified durability rates not receiving item breaking warnings. (Thanks Dodging Rain!)
  • Fixed creature timers passing when player(s) are dead.
  • Fixed "initial time" custom game option not taking the "day length" option into account.

[h2]Balance[/h2]

  • Fishing skill can now be gained on failed attempts at bringing up fish without bait.
  • Decreased difficulty of crafting clay jugs, increased difficulty of crafting clay blowpipes.
  • The starting level of fires are now based on what fuel/kindling/tinder were used when lighting it. Stoking and fueling after starting fires may be necessary now.
  • Reduced reinforcing effectiveness slightly.
  • Reduced chances of slimes combining into a jelly cube.
  • Increased the stoke values of all flammable items slightly.
  • Reduced chance to stir up fish and item catching when fishing slightly.
  • Decreased chance to discover cave entrance when gathering.
  • Items with modified durability rates now have proper/balanced damage modifiers.
  • Reduced the maximum increased hunger and thirst rates for challenge modifiers.
  • Increased "Learn total skills" quest requirement for challenge mode slightly.
  • Additional stamina restoring items are now provided for no stamina regeneration challenge modifiers.
  • Revised some difficulty levels and chances for certain challenge modifiers for improved balance.

[h2]Modding[/h2]

  • Added missing stat and statusEffect registration types.
  • The mod publishing tooltip now specifies when it will publish a new mod and when it will publish an update.
  • Fixed binds not showing up properly when hovering over button bar icons.
  • Fixed certain special items not getting the proper item damage modifier when using the OnItemDamage hook.
  • Added canCreate event for tile events.
  • Added canFaceDirections, canPerformSpecialAbilities, and canDespawn events for creatures.

[h2]Technical[/h2]

  • Updated Wayward to TypeScript 3.8.2.

[h2]Mods[/h2]
[h2]Debug Tools[/h2]

  • Changes to whether a tile is tilled is now detected by terrain inspection.
  • Fixed the zoom level being overrided for players without Debug Tools permission. (Thanks Amax!)
  • Fixed the zoom slider not updating as the zoom level is changed with binds. Now supports zooming in to 16x.

Beta 2.8.4 Released

We have a small patch ready to mostly fix up that auto saving issue. We were also able to squeeze in a few other things we were working on. More to come soon!

Let us know about any other issues you spot!

[h2]Improvements[/h2]

  • Where possible, the scheduled autosaves will now be combined with rest/sleep in order to be less disruptive.
  • Skeletal remains will now animate based on proximity instead of when facing them.
  • Improved client disconnection logic when a multiplayer game has closed.


[h2]Bug Fixes[/h2]

  • Fixed auto saving happening during resting/sleeping, causing delays that sometimes lasted after the rest/sleep.
  • Fixed the "Close Container" action not working when using it from a quickslot hotkey.
  • Fixed the "inedible" and "poisoned" notes describing you drinking from a waterskin when drinking from water directly. (Thanks jettix!)
  • Fixed scrollbars appearing next to status effect icons when pixel font was disabled. (Thanks Sneed!)
  • Fixed an outdated wooden flooring item graphic.


[h2]Balance[/h2]

  • Ash cement is no longer made with clay, but will require more ash and consume water fully.
  • All items now have a higher variety of weights, allowing slightly lower weight on all items. A very select few items have been raised in weight to compensate for this change.
  • Piles of ash can now weight up to 0.2.

Beta 2.8.3 Released

Hey all,

Just a smaller release this time around. Even though it's smaller, it still has some great new features packed in. Here's a few important-ish things:

Pass Trough Creatures

You can now pass through weaker or flying creatures by disabling auto attack; however, they may attack you as you pass, leading to some more strategic escapes.



Improved Building Visuals

The contrast was lacking between flooring, walls, and structures. We've boosted this a bit to make your abode a bit nicer looking.



Crafting Efficacy

Introducing crafting efficacy. Starting at 20% crafting skill, you will begin to get a rating on each craft, letting you now how effective you are (using your combination of item and doodad qualities/tiers). The higher this value, the better chance at a higher quality and durability for your craft. You can read more about this in the help menu. The underlying system for this was already in place, it was just invisible to the player.



Auto-save Options

Due to popular demand, you can now set the auto save interval based on turns or time. Auto saving will also no longer stop you in your tracks, disabling movement after, and should be much more painless.



Multiplayer Improvements

The server browser will show all games except for private games. Friends-only games and games running in different versions will now be shown so you can switch versions or shoot over a friend request if you spot a game you want to join.

Additionally, we have fixed an issue with multiplayer games and how player's are identified. You may run into issues with pre-existing multiplayer games because of this. The player data is not lost and we can help you out if you send us over the save and the Steam IDs (or Steam profiles) of the players in the game. We will correct the saves for you. Apologies for the issues!



Oh ya, and Happy New Year!

[h2]New[/h2]

  • You can now pass/walk through smaller or flying creatures by disabling auto attack; however, they may attack you as you pass.
  • Crafts will now give a rating of how effective you are when crafting the item (for maximal quality/durability results) based on item/doodad qualities and item/doodad tiers.
  • Added an option to configure the autosave timer, and toggle between turns and time elapsed.
  • Added status warnings to stat tooltips (when hovering over stats).


[h2]Improvements[/h2]

  • All multiplayer games will show now in the server browser, regardless of friend status or version differences except for private games.
  • Improved contrast of flooring versus walls (and all built structures) for all resource types for improved clarity.
  • Liquid containers can now drop or be crafted with the "potency" legendary type.
  • Autosave no longer stops movement.
  • Reduced the size of the non-pixel font slightly.
  • Fixed a few instances where item qualities were not specified in messages.
  • The last save time and save size are now viewable in the save button tooltip.


[h2]Bug Fixes[/h2]

  • Fixed incorrect player identifiers being set when joining multiplayer games.
  • Fixed an incorrect warning message appearing for destroying plants from gathering. (Thanks Davadin!)
  • Fixed an issue where only the first consumed item in a craft would be used for tier bonus calculations.
  • Fixed terrain qualities not appearing until reloading the save game again.
  • Fixed a scrollbar appearing beside stats and attributes in several cases. (Thanks Sneed!)
  • Fixed containers changing legendary types when being consumed. (Thanks Dodging Rain!)
  • Fixed a bug where some doodads would count for double the bonus when using them in a craft.
  • Fixed flashing occurring when opening the Steam overlay while in-game.
  • Fixed the consumable message not highlighting bad versus good stat changes.
  • Fixed animal fat still counting as fuel, leading to 0 added decay when added to torches. (Thanks EatAtSardis!)
  • Corrected numerous pluralization issues.
  • Fixed health always being set to maximum if any other health stat option is applied.
  • Fixed there not being a way to configure your starting max health in custom game mode.
  • Fixed mod issues interrupt not listing which mods were required when joining a multiplayer game.
  • Fixed tile mapping issues with ash cement flooring.


[h2]Technical[/h2]

  • Defaulted more cards to use DirectX9 that had graphic issues.