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Wayward News

Beta 2.11.6 Released

Here's just a small late-night update for you all while we continue working on the next major release. You'll find a healthy helping of bug fixes in this release with more on the way! Stay tuned!

Bonus Promo: Join us on Discord and gain some insight from the resident experts on Wayward who have all poured tons of hours into the game.

Bonus Tip: Not sure where to start? Starting the game in "Casual Mode" may be recommended for new players to help get their bearings as it allows respawning and disables aggression from creatures. Check out the "Starter Quest" that explains some of the mechanics of the game. Just click the pinned "Welcome!" message that shows up in the bottom left corner to get started!

[h2]Improvements[/h2]

  • When exporting saves, the file type (.wayward) is now enforced.

[h2]Bug Fixes[/h2]

  • Fixed Starter Quest "Welcome" quest not being pinned when starting a new game.
  • Fixed tooltips flashing in simulated turns mode when more than one player was connected.
  • Fixed fog of war issues after traveling/reconnecting. (Thanks Whaffles!)
  • Fixed a multiplayer desync related to equipment.
  • Fixed a crash when advancing island time. (Thanks Grub!)
  • Fixed cases where weight and crafting recipes were not being updated in multiplayer games.
  • Fixed certain items not having any weight variance when dismantled. (Thanks riftborn!)
  • Fixed cooked fish kebabs not requiring fire. (Thanks Lonely Shikari!)
  • Fixed dedicated displaying a blank screen after a while.
  • Fixed the pacifier milestone not counting certain creatures properly. (Thanks warriorsforever482!)
  • Fixed interrupts staying open when leaving multiplayer games.
  • Fixed wisps vanishing in a couple of instances after pouring.
  • Fixed container breaking not adhering to normal tile rules. (Thanks DerSimon!)
  • Fixed dropping items not resetting their quickslot position. (Thanks BeautifulNova!)
  • Fixed field of view-related desyncs.
  • Fixed aberrant mudskippers not being dismantlable.
  • Fixed a brief flash of white during screen transitions.
  • Fixed instances of equipment rendering over top of trees. (Thanks riftborn!)
  • Fixed disabled UI Effects/UI Opacity not working on islands intro/game details animation.
  • Fixed the changelog not getting the proper order of mod changes.

[h2]Modding[/h2]

  • Fixed issues when a mod was installed locally and via the workshop at the same time.

[h2]Technical[/h2]

  • Improved crafting dialog performance.
  • Upgraded to Electron 16.2.1.

[h2]Mods[/h2]
Debug Tools

  • NPCs can now be spawned over blocked tiles and tile events/doodads.
TARS

  • Fixed item protection options interfering with equipment selection.
  • Fixed harvester mode sometimes leaving food on the ground.
  • Fixed getting stuck moving back and forth from caves and the surface.
  • Added an "Allow Equipping Protected Items" option.
  • Added a "Lock Equipment" option to prevent TARS from changing your equipment.
  • Increased max height for the dialog.
  • Fixed an instance of getting stuck with a tamed creature when butchering.
Reincarnate

  • Stat maximums now have their lower ends capped so stats cannot go past reasonable levels on reincarnation.
  • Skill values are now only randomized if the player had any skill in each, to begin with when reincarnating.
  • Strength is now randomized along with health and calculated together when reincarnating.
  • Stats now have randomized starting values (and are not set to their maximums on reincarnation).

April Multiplayer Meetup

Join us for our fourth "Multiplayer Meetup" taking place on Saturday, April 30th, 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.

This month we are going to be attempting to survive in the harsh arid biome to start. Respawning will be enabled. BYOC = Bring Your Own Coconuts.

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. 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

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