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Wayward News

Happy (Late) Wayward Day!

Happy Wayward Day! Okay, well, not quite. Due to some scheduling conflicts, we are a "few" days from April 22nd. For the 3rd year of Wayward on Steam, we are offering our best sale yet at -30% off for the next 24 hours on Steam or through the widget on our website.

https://store.steampowered.com/app/379210/Wayward/

We are still hard at work on beta 2.8, but we thought we would spoil a few upcoming features and announce a new feature voting page on our website.

Feature Voting


In the past, we have shared interactive polls (using the poll.ly service) for players to share what they would like to see next in version of Wayward. Unfortunately using this service resulted in some vote manipulation, dodgy submission, and less than ideal ordering and sorting features.

Check out the new feature voting page here: http://www.waywardgame.com/vote



We ensured the most popular features are available for voting since submissions are no longer available through our new feature voting page. We aren't removing the ability suggest new features of course, rather just "approving" them on our end before listing them. Please share your suggestions via our forums, social media, or chat as per usual. Please also check out or Trello to see a full listing of submitted ideas and future plans: https://trello.com/b/PWX1Hpjn/wayward-todo

Water Still Changes


Stills will no longer require containers to craft them, meaning, if you want, you can use a single container for desalinating water. You can now spot visually exactly what container is attached to each and their fullness state (in the case of glass bottles and waterskins).



You can now attach and detach containers as you want as well as drink directly from the still.



Item Refinement and Weight Bonuses


A large part of the mid-to-late game of Wayward is managing item weight and starting to think about crafting items using the lowest weight components. While this is an intentional system for players to min/max, we wanted to introduce another strategy. Crafted items with higher weights will now provide bonus max durability. Additionally, a new system called "refinement" has been implemented through the use of new metal "refinement tools", which will allow you refine most items, reducing their overall weight at the cost of some maximum durability (which can still be increased through reinforcement). With all these new systems, players can strategize which they want to focus on: weight or durability, or even somewhere in the middle.

This image shows weight and durability before/after refining and how many refines were used (not all are maxed out in the example). The maximum refinement depends on the item and at what weight it started at.



And of course, you can still reinforce the item's durability back to optimal values with a lot of glue!



Here's a showcase of how weight can now affect maximum durability:



Scale Armor


Leatherworkers rejoice! You can now work with more than hides and look extra stylish while maintaining quite competent defense values - comparable to copper or wrought iron, but a lot less heavy and durable.





These features and more are of course available to test and try out on the development branch. You can find more information on how to do this here: https://steamcommunity.com/sharedfiles/filedetails/?id=721479594
Stay tuned for more reveals and updates!

A Step Backwards

The following is an April Fools' announcement.


Hello all,

Coming at you today with some great news for certain players. The recent state of our reviews makes it clear to us that Wayward is attracting far too many players that are not familiar with traditional challenging, turn-based roguelike games with grid-based movement. We never anticipated more casual players finding the game. No, Wayward is not like Stardew Valley! It has led to a lot of frustration and confusion on both our parts and the players who subsequently refund the game, after leaving a negative review of course.

Because of this, we are taking a step back and re-focusing our efforts to make a game that tailors only to true hardcore gamers. Gamers that don’t need fancy graphics or free movement to be satisfied.

Wayward is moving to ASCII! Here’s a preview of what is to come.



One of our developers has also been investing a large amount of time into a VR port, all done in ASCII of course. This will be one way we can combat all the UI issues the game has.

Stay tuned for more (real) updates!

Beta 2.7.4 Released



With this update, the beta 2.7.x series should be concluded.

Much like our last update, we focused on squashing bugs, but also balancing, refining some systems and improving the mechanical depth of the game.

This time around, we took a look at crafting and deepened the impact of several factors including required doodad quality (which was largely unimportant previously) as well as adding "tiers" to required tools, making it so better tools could produce better quality items. New sorting options will also help to maximize crafting benefits. Get those legendary furnaces and iron hammers out!

Some other stand-out changes include:

  • Added custom game modifiers for individually disabling certain creatures and/or aberrant spawns.
  • Different types of chests and containers now have different preservation levels for decaying items inside.
  • Player movement and actions will begin to slow as stamina decreases past 15 stamina for visual feedback before exhaustion damage occurs.
  • You can now sort items by "best for crafting requirements" or "best for crafting consumables".
  • Item pick-ups no longer delay movement based on the amount of items picked up. Item notifications are now sped up to match the amount.
  • Improved scared creature AI so they will attempt to move away from attacking players on occasion and pathfind more intelligently.

You can take a look at some of the preview media for this update shared in the last update post.

After this update, we will begin working on the next major update (provided there are no major issues). Our hope with beta 2.8 is to take a look at some systems and areas of the game that are getting a bit long in the tooth. This includes an overhaul to the inventory and crafting interface as well as improving the performance of the game (the two are closely linked). We will of course be adding lots of new content and improvements as well, picking some of the things suggested based on the wishlist discussions and poll.

New

  • Higher tiered tools and items now produce better quality results when crafting (for example, an iron hammer versus a stone hammer).
  • Added custom game modifiers for individually disabling certain creatures and/or aberrant spawns.
  • Different types of chests and containers now have different preservation levels for decaying items inside.
  • The quality of required doodads (furnaces, kilns, etc.) will now provide bonuses to crafted item quality.
  • Games won or lost after this update will be replayable (same seed, same options) via their highscores.
  • Introduced a new terrain variety system for a select few tiles to start with for increased visual differentiation.
  • You can now configure your starting skills and skill gain multipliers globally in the custom game options.
  • Fire elementals now spawn when causing fire to overflow through stoking or other means at lower reputation levels.


Improvements

  • Player movement and actions will begin to slow as stamina decreases past 15 stamina for visual feedback before exhaustion damage occurs.
  • You can now sort items by "best for crafting requirements" or "best for crafting consumables" instead of the previous best sorting merging the two, giving poor results.
  • Open fires will now visually match their burning stage and fuel level.
  • Certain skills will now provide consumable bonuses for edible items such as the cooking skill for cooked foods much like the previous bonuses for botany for fruit/vegetables.
  • Adjacent items will now fully unlock crafting recipes instead of just allowing them to be crafted.
  • Added difficulty, mods, PVP, and friends icons to the pause menu.
  • Pressing the "enter" bind in dropdown components will now select the first entry in the list.
  • Hitting creatures or other players with torches in water will now extinguish them.
  • Item and stat notifications now follow the players and creatures.
  • You can now use the up & down arrow keys to navigate through your sent chat messages, in order to resend text or commands.
  • Improved scared creature AI so they will attempt to move away from attacking players on occasion and pathfind more intelligently.
  • Slimes can now on occasion combine into a jelly cube.
  • You can now import and export "Custom Mode" game options.
  • When you are not able to cause any damage to a creature, an immune notifier will now show on each hit.
  • Item pick-ups no longer delay movement based on the amount of items picked up. Item notifications are now sped up to match the amount.
  • You can now set the seed for challenge games (not daily).
  • Milestones will now only unlock within hardcore and challenge modes.
  • You can now stoke fire elementals to heal them.
  • You will now be able to catch fish adjacent to tiles from where your line was cast to.
  • Increased difference in color between miss messages/notifiers versus exceptional items and stat message/notifiers versus legendary items.
  • You can now blacklist types of messages in a message filter.


Bug Fixes

  • Fixed swapping equipment in hands not working properly. (Thanks rifticles!)
  • Fixed the "enter" bind unfocusing the selected button.
  • Fixed the left & right arrow keys not working in text inputs.
  • Fixed being able to repair trees with hammers.
  • Fixed being able to transmogrify magical essence with itself. (Thanks Rofldong!)
  • Fixed tentacles not being considered raw meat and worm meat not being considered meat.
  • Fixed sleeping/resting removing hooded equipment on your character.
  • Fixed the appearance of a few UI components in Screenshot Mode: tooltips, the pause button (in multiplayer), and the menu bar.
  • Fixed keyboard support not working on dropdown components in menus.
  • Fixed notifier sometimes not fading out items and numbers properly.
  • Fixed container dialog titles not being updated when removing a rename.
  • Fixed an error when loading a game that had a disabled mod's quest requirement pinned.
  • Fixed a bug where players would gain extra stat values when equipped with legendary stat-increasing equipment. (Thanks sechsauge!)
  • Fixed log files getting very large when joining multiplayer servers.
  • Fixed black screen and out of memory issues when joining large servers.
  • Fixed an issue that caused the global save data to import incorrectly. (Thanks Amax!)
  • Fixed an issue that could cause the game to only partially load due to corrupt global save data. (Thanks Nandalee!)
  • Fixed blurring the chat input sometimes sending the message.
  • Fixed previously tamed creatures not attacking the player while being hitched if they previously were attempting to attack another creature. (Thanks sechsauge!)
  • Fixed language setting being reset when closing from in-game.
  • Fixed a issue that did not update the name of a container when transmogrifying it. (Thanks sechsauge!)
  • Fixed modded images not displaying on UI elements on macOS.
  • Fixed item notifiers not fading out properly or showing all items that were picked up.
  • NPCs will no longer hurt themselves by walking into dangerous things.
  • Prevented hangs due to Steam Workshop issues when starting the game. (Thanks Matthew Cline!)
  • Fixed traversing the sea sometimes resulting in errors. (Thanks Kimiko!)


Balance

  • Missing in combat will now have less of a chance to gain skill.
  • Some creatures are now harder to hit based on what tile they are on including fish in water.
  • Slightly reduced the benefit of using increased quality items affecting crafted item quality (due to other changes that benefit crafts).
  • Decreased the effectiveness of stoking fire and reduced fire starting fuel levels slightly.
  • Decreased odds of increasing metabolism through skill use.
  • As aberrant creatures scale with players, the quality of their loot and carved resources are now increased as well.
  • Decreased the weight of coal and increased its fuel potential and trading worth.
  • Trampling plants now has a rare chance to spawn claw worms (this includes both players and other creatures).
  • Reduced base aberrant defense and increased effectiveness of individual resistances and vulnerabilities.
  • You will no longer take double damage and "work yourself into exhausting" when taking damage from starving/dehydration at low stamina values.
  • Increased the damage produced by stepping in lava.
  • Decreased the amount of ash dropped from lit torches.
  • Pineapples will no longer provide any health benefits when consuming them.
  • Slightly decreased effectiveness of botany/mycology skills affecting consumable items.


Modding

  • Added the hook ShouldCraft for cancelling crafts.
  • Added the hook OnInspectionSection for tweaking tile inspections in tooltips.
  • Allowed providesLight to function without providesFire.


Mods

  • Fixed desyncs when using the kill action on players.
Technical

  • Performance improvements when loading games.


Spanish please...

Beta 2.7.4 Preview

Hey all,

Instead of our normal process of beginning work on the next major update, along with the last update (beta 2.7.3), and the upcoming beta 2.7.4, we wanted to try to push out more substantial changes, much quicker than normal. So, along with the last "minor" update, this one will also be quite large for a "minor" release, if you can even call it that.

The following is a preview of what to expect so far. You can try all of these changes for yourself by using the development branch. More on how to do that here: https://steamcommunity.com/sharedfiles/filedetails/?id=721479594
As always, please let us know if you have any suggestions or issues with the upcoming changes. If you want to suggest future additions and improvements, please check out our beta 2.8 wishlist here: https://steamcommunity.com/app/379210/discussions/0/3300476731146746052/

Beta 2.7.4 should be releasing sometime in the next couple weeks!

Added Crafting Depth

  • Higher tiered tools and items now produce better quality results when crafting (for example, an iron hammer versus a stone hammer).
  • The quality of required doodads (furnaces, kilns, etc.) will now provide bonuses to crafted item quality.
  • Slightly reduced the benefit of using increased quality items affecting crafted item quality (due to other changes that benefit crafts).


Improved Creature AI

  • Improved scared creature AI so they will attempt to move away from attacking players on occasion and pathfind more intelligently.




Improved Stamina Feedback

  • Player movement and actions will begin to slow as stamina decreases past 15 stamina for visual feedback before exhaustion damage occurs.




Export/Import Custom Game Options

  • You can now import and export "Custom Mode" game options.




Improved Pause Screen

  • Added difficulty, mods, PVP, and friends icons to the pause menu.




Aberrant Balancing

  • Reduced base aberrant defense and increased effectiveness of individual resistances and vulnerabilities.
  • As aberrant creatures scale with players, the quality of their loot and carved resources are now increased as well.
Old damage:



This is kind of an extreme example, but in this case, the player was doing negative 2-4 damage to the creature (shown as simply 0).

New damage:



Creature Modification

  • Added custom game modifiers for individually disabling certain creatures and/or aberrant spawns.




Improved Item Pick-ups

  • Item pick-ups no longer delay movement based on the amount of items picked up. Item notifications are now sped up to match the amount.
Old delay:



New delay:



Here's a work in progress version of the rest of the normal changelog:

New

  • Games won or lost after this update will be replayable (same seed, same options) via their highscores.
  • You can now configure your starting skills and skill gain multipliers globally in the custom game options.
  • Fire elementals now spawn when causing fire to overflow through stoking or other means at lower reputation levels.
Improvements

  • Adjacent items will now fully unlock crafting recipes instead of just allowing them to be crafted.
  • Certain skills will now provide consumable bonuses for edible items such as the cooking skill for cooked foods much like the previous bonuses for botany for fruit/vegetables.
  • Pressing the "enter" bind in dropdown components will now select the first entry in the list.
  • Slimes can now on occasion combine into a jelly cube.
  • You can now set the seed for challenge games (not daily).
  • Milestones will now only unlock within hardcore and challenge modes.
  • You can now stoke fire elementals to heal them.
  • You will now be able to catch fish adjacent to tiles from where your line was cast to.
  • Increased difference in color between miss messages/notifiers versus exceptional items and stat message/notifiers versus legendary items.
  • You can now blacklist types of messages in a message filter.
Bug Fixes

  • Fixed swapping equipment in hands not working properly. (Thanks rifticles!)
  • Fixed the "enter" bind unfocusing the selected button.
  • Fixed notifier sometimes not fading out items and numbers properly.
  • Fixed tentacles not being considered raw meat and worm meat not being considered meat.
  • Fixed keyboard support not working on dropdown components in menus.
  • Fixed container dialog titles not being updated when removing a rename.
  • Fixed an error when loading a game that had a disabled mod's quest requirement pinned.
  • Fixed a bug where players would gain extra stat values when equipped with legendary stat-increasing equipment. (Thanks sechsauge!)
  • Fixed log files getting very large when joining multiplayer servers.
  • Fixed black screen and out of memory issues when joining large servers.
  • Fixed an issue that caused the global save data to import incorrectly. (Thanks Amax!)
  • Fixed an issue that could cause the game to only partially load due to corrupt global save data. (Thanks Nandalee!)
  • Fixed blurring the chat input sometimes sending the message.
  • Fixed previously tamed creatures not attacking the player while being hitched if they previously were attempting to attack another creature. (Thanks sechsauge!)
  • Fixed language setting being reset when closing from in-game.
  • Fixed a issue that did not update the name of a container when transmogrifying it. (Thanks sechsauge!)
  • Fixed modded images not displaying on UI elements on macOS.
  • Fixed item notifiers not fading out properly or showing all items that were picked up.
  • NPCs will no longer hurt themselves by walking into dangerous things.
  • Prevented hangs due to Steam Workshop issues when starting the game. (Thanks Matthew Cline!)
Balance

  • Missing in combat will now have less of a chance to gain skill.
  • Some creatures are now harder to hit based on what tile they are on including fish in water.
  • Decreased the effectiveness of stoking fire and reduced fire starting fuel levels slightly.
  • Decreased the weight of coal and increased its fuel potential and trading worth.
  • Trampling plants now has a rare chance to spawn claw worms (this includes both players and other creatures).
  • You will no longer take double damage and "work yourself into exhausting" when taking damage from starving/dehydration at low stamina values.
  • Increased the damage produced by stepping in lava.
  • Decreased the amount of ash dropped from lit torches.
  • Pineapples will no longer provide any health benefits when consuming them.
  • Slightly decreased effectiveness of botany/mycology skills affecting consumable items.
Modding

  • Added the hook ShouldCraft for cancelling crafts.
  • Added the hook OnInspectionSection for tweaking tile inspections in tooltips.
  • Allowed providesLight to function without providesFire.
Mods

  • Fixed desyncs when using the kill action on players.
Technical

  • Performance improvements when loading games.


Stay tuned for more news!

Wayward Soundtracks Released

Greetings all,

While we are in this downturn of Wayward patch releases, we have another, different type of release for you. Coming to you by popular demand are the downloadable soundtracks to the game, available through Steam and in support of Austin Dhillon, the composer of the music for Wayward.

The soundtracks are split up into two eras of Wayward. The Alpha and the Beta.

A very long time ago, I posted on Reddit asking for some music help on a very early version of Wayward. I had a few people interested, with some even producing tracks that made their way into an earlier version of the game. But, I eventually reached out to another responder that had a very down-tempo, moody 8-bit synth song available on their Soundcloud. It fit very closely to what I had always wanted in the game. I originally shared the "Cave Theme" to the NES Willow game as an example to what I was kind of looking for. What Austin first shared (which turned out to be a rough cut of Darker World) gave me goosebumps. I knew right there that I wanted him to produce all the music for the game. The haunting qualities and atmosphere perfectly aligned with what I had envisioned. The subtle hip-hop influences also made it a very unique amalgamation of different interests and tastes; playing off of my vision and Austin's strengths.

Wayward Soundtrack: Volume Alpha




https://store.steampowered.com/app/988620/Wayward_Soundtrack_Volume_Alpha/

Wayward Soundtrack: Volume Alpha contains all the original tracks from the game, composed and produced by Austin Dhillon in September of 2011 and released as part of Wayward Alpha 1.5 on September 15, 2012. Since then, many people have remarked at the haunting beauty and sometimes chilling atmosphere showcased in the songs; a perfect fit for the survival aspect of Wayward.

Wayward Soundtrack: Volume Beta




https://store.steampowered.com/app/988621/Wayward_Soundtrack_Volume_Beta/

Wayward Soundtrack: Volume Beta is the long awaited follow-up to the original 9 tracks, composed and produced by Austin Dhillon throughout 2018. Released as part of Beta 2.7, these hip-hop inspired tracks range from dreamlike to dark and provide a mysterious backdrop to Wayward's survival experience.

Purchasing these DLC soundtracks directly supports Austin Dhillon and do not provide any in-game content. I thought I would try to make that clear in case anybody gets the wrong idea about this DLC.

Hopefully this is just the beginning of our journey with Austin. Special shout-out to Dusty "Goaticide" Melling for the album art! Stay tuned for beta 2.7.4!