Beacon’s Call Update #3

Here’s what will likely be the last update in the “Beacon’s Call” series culminating in a huge batch of bug fixes and improvements to smooth out the game while we switch focuses on the next big update. Thank you for all the feedback and support!

Bonus Promo: Please consider leaving us a review on Steam. This helps us get the feedback we need to keep improving the game while we work towards our major upcoming milestone – a full, non-Early Access release.

Oh ya, and that whole Steam Sumer Sale thing is happening. Wayward is -30% off during the sale: https://store.steampowered.com/app/379210/Wayward/

Bonus Tip: Tin tools are considered blunt due to the softness of the materials, making them great at things like mining, repairing, and providing defense in the form of armor, but a poor choice for lumberjacking and cutting (things that require a sharpened tool).

New

  • Added support for Apple Silicon.

Improvements

  • Action slot tooltips now filter the item information down to only what’s relevant to the item in the slot. You can still hold “shift” by default to show the hidden information.
  • Badderlocks no longer decay, aloe vera bandages no longer disassemble with aloe vera leaves, and cactus scarecrows now use cactus ribs for crafting. These changes prevent issues where disassembling caused decay values for the sub-components to “freeze” in place.
  • The sorting and direction of all dialogs will now be saved. (Thanks 柯箴之!)
  • Action tier information is now displayed in action menus and slots.
  • Action slot tooltips now display the current “item mode”, whether it’s an exact item, by type & quality, by type, or any item.
  • Backups are now contained within a folder based on the current active Steam account.
  • Dismantling items will no longer provide two prompts when attempting to dismantle with an item that will break on use (if both on use/on dismantle were set). (Thanks Kargen Dracos!)
  • You can now drink and pour directly from peeled coconuts without making a container out of them first.
  • Peeled coconuts now act as a liquid when broken or placed on a fire and can be used in crafts.
  • The “tap” input in bindings now appears as an icon.
  • Action slots now display a * symbol by the action when they’re in “any item of type” and “any item of quality” modes.
  • The active dialog (where quick-moved items will go) is now indicated via an icon and a white border.
  • The “Use When Moving” feature has been renamed to “Auto-Use”.
  • You can now use ctrl + enter “Submit” binding in the actions drawer to accept the current configuration.
  • Some icons in bindings now have tooltips describing what they mean.
  • Hints are no longer displayed in action slot tooltips when showing more information, to save screen space.
  • The text “hover item” is no longer shown on every binding in the bindings menu.
  • Mods that aren’t enabled now appear white in the mod list tooltip on multiplayer servers, and mods that can’t be found appear orange.
  • The “mods” button on the main menu now has a tooltip displaying which mods are enabled.
  • The viewport now resizes when screen DPI changes.
  • The “Locksmith” milestone modifier description now should be more clear on its effects. (Thanks Veeyu!)
  • Stat bars no longer appear to refill when at 0 or below.
  • Unpublished mods (mods without "publishedFileId") are now displayed on the “mods” icon in the multiplayer menu, and when joining the server, only other unpublished copies of the mod can be used. (Thanks HDJam!)
  • Added a warning when hosting a server when unpublished mods (mods without "publishedFileId"s) are enabled. (Thanks HDJam!)
  • Some places in the game that previously couldn’t show the left click icon and instead would show “Left Click” as text now show the left click icon. (Thanks 柯箴之!)
  • Improved consistency of water/ice particle colors.
  • Testing well depth now creates puddles.

Balance

  • Friendly and Pacifier milestones will now prefer land-based creatures to spawn.
  • Claw worms now skip the turn they were stirred up on. (Thanks httpsnet!)
  • Reverted a change to small bags so their preservation rate is back to previous values, but reduced their storage capacity instead.
  • Scarecrows now provide civilization score.
  • Peeled coconuts now decay into coconut meat first before rotting vegetation.
  • Reduced maximum decay of coconut meat and peeled coconuts.

Bug Fixes

  • Fixed solar stills not refilling properly. (Thanks psusi!)
  • Fixed not being able to set action slots to “any item” and an action if all items currently matching are protected. (Thanks Kargen Dracos!)
  • Fixed shooting ranged weapons not adhering to protection in some cases. (Thanks Hiran!)
  • Fixed screen flickering when resizing inventory, container, and crafting dialogs.
  • Fixed tamed creature “command” action default bindings not working. (Thanks Eudae!)
  • Fixed disassembling items resetting their base component decay values. (Thanks Kargen Dracos!)
  • Fixed “Abnormalizer” spawning aberrant versions of creatures via item interactions. (Thanks DerSimon!)
  • Fixed a decay exploit with torches among other decay inconsistencies. (Thanks httpsnet!)
  • Fixed many tile quality inconsistencies.
  • Fixed stat bars transitioning between widths when UI effects are disabled.
  • Fixed lava/cooling lava not animating correctly.
  • Fixed some actions not checking whether they’re truly applicable on specific items, such as whether an item can be refueled. (Thanks Feral Grumpicorn!)
  • Fixed a strange “scan-line” like effect when stamina is very low, above zero, and UI effects are disabled.
  • Fixed movement-related bindings sometimes taking precedence over context menu ones. (Thanks Eudae!)
  • Fixed templates generating with wrong-facing doors and fence gates. (Thanks Veeyu!)
  • Fixed being able to click/interact/hover over invisible islands in the islands dialog. (Thanks httpsnet!)
  • Fixed not being able to use “x with y” actions in “any item of type” mode.
  • Fixed slither suckers persisting in containers and on the ground after throwing them. (Thanks httpsnet!)
  • Fixed the “mod not installed” error displaying the text “{name}@{version}” when failing to connect to a server.
  • Fixed movement in vehicles being blocked by creatures (fish) and doodads being under you. (Thanks httpsnet!)
  • Fixed thrown weapons costing two durability when hitting creatures/doodads. (Thanks Grub!)
  • Potentially fixed some issues that could cause broken drawn and tattered maps. (Thanks Crows!)
  • Fixed messages not being scrolled all the way down when first loading a save.
  • Fixed not getting visual feedback for the context menu option you chose when using its binding.
  • Fixed the Helmsman milestone not counting biomes correctly. (Thanks httpsnet!)
  • Fixed some “x with y” actions no longer being slottable if the item is not currently able to be “x”d.
  • Fixed pressing enter while in the actions drawer filter input making the actions drawer always close no matter what you try to do in it.
  • Fixed some incorrect liquid particle colors on swamp/fresh/freezing water.
  • Fixed “show more” binding not working in action menus.
  • Fixed some cases where actions could be unusable due to missing requirements without a message.
  • Fixed removed or modified modded quests sometimes appearing to be incomplete for players when in the “completed” category. (Thanks Gyuri (kustox)!)
  • Fixed quests dialog failing to display quests or displaying the wrong quests when modded quests have been changed or modified. (Thanks Gyuri (kustox)!)
  • Fixed future potential issues regarding duplicate/incorrect notes being granted via the Notekeeper milestone. (Thanks Matthew Cline!)
  • Fixed various issues for modded world layers
  • Fixed some issues with tile qualities.
  • Fixed some actions not being named properly for the “Operator” milestone. (Thanks 柯箴之!)
  • Fixed the “Trapper” milestone modifier not reducing skill gain rate. (Thanks Veeyu!)
  • Fixed the close button being able to be pushed off of the map dialog. (Thanks Gyuri (kustox)!)
  • Fixed incorrect item animation positions when attaching/detaching containers from solar stills.
  • Fixed the “disable all” mods button sometimes causing prompts to appear.
  • Fixed some mods incorrectly scrolling to the “other” section in options on enable. (Thanks 柯箴之!)
  • Fixed tooltip position shifting when toggling more information shown.
  • Fixed mod images not getting scaled using bilinear filtering.
  • Fixed pinned message borders being cut off.
  • Fixed website links in messages not working.

Technical

  • Miscellaneous multiplayer matchmaking server improvements.
  • Migrated Discord integration to the Discord GameSDK.
  • Upgraded to Electron 22.3.14

Modding

  • Prompts are now more easily moddable.
  • Reduced the chance of publishing the same mod separately multiple times.

Mods

Debug Tools

  • Allow zooming in the selection panel
  • Fixed not being able to inspect modded world layers.

Magicology

  • Fixed multiplayer desyncs.

Balancing Tools

  • Creatures now spawn in order of spawning reputation (based on biome type).
  • Fixed spawn creature lanes not working for modded creatures.

Troposphere

  • Fixed the overworld not rendering properly when looking down from the troposphere.
  • Fixed creatures not being able to move.
  • Fixed cloud/storm boulder rendering issues.
  • Fixed doodads regenerating each load.

Beacon’s Call Update #2

This beefy update brings a further smoothing out of the early gameplay and mechanics to help new players get into the game a bit easier among many bug fixes and other improvements.

The biggest overhaul here is to do with water – the coastal biome is generally richer with fresh water in the form of rivers scattered throughout the mountains leading you to not require a still in most cases. Speaking of which, a still might not be your best bet for desalination any longer due to the introduction of dripstones, which desalinate water without the use of fire or extra containers, making them a much easier-to-understand device.

There are tons of other changes as well that will help early and late-game players alike including stat gains no longer producing reputation losses among other reputation tweaks and modifications; there’s more to come on this system as a whole coming in the next major update.

Bonus Promo: A special shoutout to both Splattercat and Nookirum who both have recently covered the game on their channels:

Bonus Tip: Going forward, exploring your island is even more important. You want to find as many freshwater sources as possible. You may want to do this before setting up a base of operations.

New

  • Added “dripstones”, a simplified desalination device.

Changelog - Dripstones

  • Required Steam Workshop mods are now automatically downloaded when joining multiplayer servers.
  • Added a “drop on disassemble” option.
  • Added “fairy rings” to the wetlands biome.

Improvements

  • Changed the reputation stat display to instead display “Ferocity”, the threat level of spawned creatures, based on your reputation.
  • Added icons to container dialog titles.

Changelog - Container Icons

  • Naturally created caves can no longer generate side by side to each other.
  • Improved cave entrance generation. Cave entrances can no longer be narrow corridors and may generate in more interesting spots on the overworld.
  • Items now appear at half resolution in 0.5x interface scale.
  • Normal quality items now have a faint border to help darker items pop out from dialogs.
  • NPCs will now swap positions with players if they are on a cave entrance when they ascend or descend.
  • Randomly discovering and digging up treasure is now more of a surprise and doesn’t spawn treasure guardians.
  • Item decay now displays the exact turns remaining when less than 200.
  • Item piles are now distributed around doodads instead of on top of them.
  • When dropping items on piles of items that are visually full, the placement will now cycle through the top row.
  • Piles of items are now shown visually larger/more spread out.
  • Protected spyglasses or sextants can no longer be used for travel if they would break. (Thanks DerSimon!)
  • You can no longer attempt to start fires on cave entrances; however, you can now set fire to collapsed cave entrances. (Thanks httpsnet!)
  • Add internal “contexts” to bindables in order to reduce the number of conflict warnings in the bindings menu.
  • “Toggle container” is now the default action for containers instead of “open container”.
  • Improved and fixed some issues with the defense inspection. There are now tooltips on some details in this inspection to help players understand how insulation works a bit better.
  • Lit or unlit torches can no longer receive the elemental damage magical property. (Thanks DerSimon!)
  • FOV transitions are now disabled when movement animation is disabled.
  • The “Not for Sale item” grouping is no longer visible to players.

Balance

  • Coastal islands now can have fresh water springs located in large mountain ranges.

Changelog - Rivers

  • Water now has a chance of being depleted when routing it and not being from a large enough source.
  • Water stills have been converted to metal-based boiler devices; a more advanced craft and desalination device.
  • Gaining stats no longer affects reputation.
  • Treasure chest guardians will now only spawn when digging chests at lower reputation levels.
  • Water stills will now desalinate water slightly faster.
  • Krakens no longer spawn by default in cave water on coastal.
  • When digging/mining up cave entrances, you can no longer dig/mine into single tile caves.
  • Water stills have been removed from the Starter Quest and replaced with a boiling fresh water quest.
  • When using the Starter Quest on the coastal biome, you will now spawn by a pond.
  • New players can no longer start with unpurified forms of water.
  • Increased the size at which a water source becomes “permanent” where no water is lost on gather.
  • The wetlands biome no longer produces as much fertile soil (or civilization score). (Thanks Chernosliv84!)
  • Increased the distance in which cave entrances can appear next to each other when digging/mining.
  • You now have to see your trap go off to get skill from it; however, building traps now raises your trapping skill.
  • Reduced the chance of drake firebreathing when in combat.
  • Increased the lockpicking difficulty and durability of chests above wooden.
  • Reduced preservation chance of small bags.
  • Backpacks now provide 2 defense instead of 1.

Bug Fixes

  • Fixed attempting to sleep/rest nearby hostile creatures not waking the player. (Thanks Dragons!)
  • Fixed multiple treasures spawning in the same locations with identical treasure maps to go along with them. Note that this fix will only apply to new islands. (Thanks num ca nem vi!)
  • Fixed being able to replace unpassable tiles with water using puddles. (Thanks httpsnet!)
  • Fixed doodad and item spawn chances being distributed incorrectly.
  • Upon upgrading a save to Beacon’s Call (Update 2), any temperature will be recalculated, potentially fixing strange artifacts where heat appears to be generated from nothing. (Thanks httpsnet!)
  • Fixed temperature persisting on lit doodad. (Thanks psusi!)
  • Fixed digging for treasure still producing tile resources/changes when failing a skill check at digging up the treasure.
  • Fixed many issues with lower interface scales.
  • Fixed being able to set things down out of bounds or on void tiles. (Thanks Gyuri (kustox)!)
  • Fixed bows not displaying the correct attack value in their tooltip. (Thanks Axxron, Scourge of the tts!)
  • Fixed several issues when attempting to spawn water creatures when dropping food. (Thanks DerSimon!)
  • Fixed “fire extinguisher” items not triggering “melted” properties. (Thanks Kitsune!)
  • Fixed the “Template” biome from showing up in custom game mode options.
  • Fixed swapping tiles with fish allowing them to go on to land. (Thanks DerSimon!)
  • Fixed not being able to open item containers when facing an NPC.
  • Fixed containers reporting the wrong weight when performing certain actions with items. (Thanks sechsauge!)
  • Fixed skeletal remains not spawning correctly on wetlands biomes.
  • Fixed cypress trees spawning on shallow fresh water on the coastal and wetlands biome (this should have been shallow swamp water).
  • Fixed items with damage modifiers not burning into other items properly. (Thanks DerSimon!)
  • Fix selected save count in the load game menu not getting updated when deleting an individual save.
  • Fixed some plants and mushrooms spawning on grass in the wetlands biome.
  • Fixed certain types of puddles not being removed properly. (Thanks tr1ger1n86!)
  • Fixed stat bar color when empty and UI effects are disabled.
  • Fixed a multiplayer desync that occurred when joining a server. (Thanks Kitsune!)
  • Some old messages that appear in the message log have been fixed.
  • Fixed an instance where lit doodads could show embers even though the stage of the fire was greater. (Thanks Petalwing!)
  • The “Turns” value on save slot tooltips now matches the “Turns” value in the Reputation tooltip. (Thanks httpsnet!)
  • Fixed mods list not always updating when removing mods.
  • Fixed the loading screen being able to get stuck when failing to join a server that has mods.
  • Fixed “alter” action not working on elemental damage type magical properties. (Thanks DerSimon!)
  • Fixed mod count on the main menu not always being correct.
  • Fixed the action slot icon persisting on an item after it had been cleared using the “Clear Slot” button in the actions drawer. (Thanks Petalwing!)
  • Fixed “You cannot do that” messages appearing when pathing to tiles while using a “use slot while moving” action slot. (Thanks DerSimon!)
  • Fixed Starter Quest dialog not remembering the last selection when re-opening the dialog.
  • Fixed player names being incorrectly cased when used in messages where the sentence starts with their name.
  • Fixed issues when attempting to load the same mod locally and through the workshop. (Thanks 柯箴之!)
  • Fixed opened containers within chests not re-opening when loading a game.

Modding

  • Stat gain (ie, Metabolism, Dexterity, and Strength) has been refactored to give modders full control over how custom stats are gained. (Thanks Sensakuma!)
  • Added "@Register.override", a new, automatically-handled way of tweaking vanilla content. (Thanks Sensakuma!)
  • Fixed app.asar not extracting properly. (Thanks huck!)
  • When creating or updating a +script mod, your Node.js version is now compared to the version we recommend, and a warning is shown if it’s out of date.
  • Added "@Register.equipType", allowing modders to add their own equipment slots. (Thanks olatuf!)

Mods

Debug Tools

  • You can now teleport to treasure positions.
  • Fixed numerous issues with the island dropdown in the general panel.
  • Fixed the “layers” dropdown.
  • Fixed tooltip flickering due to tile temperature inspection.
  • Remember the last selected panel when re-opening the dialog.

Beacon’s Call Update #1

We have a quite sizable update ready to end this weekend off with.

In terms of balance changes, we are striving to make the early game more accessible to new players, but further the challenge as you play. You’ll see some more significant changes in the next couple of updates.

Speaking about one such change, “Player spawns on coastal islands have been rebalanced so starting on small off-shore islands should no longer be possible.”, you can see what effect this has on some previously “harder” spawns here:

Spawn Change Example #1

Spawn Change Example #2

Spawn Change Example #3

The arrows show the old spawn pointing to the new one after this change.

We still have some things we want to improve and definitely more bugs to squish so stay tuned for more patches on the horizon.

Bonus Promo: If you have a spare moment, please leave us a review on Steam! This is a key metric for Steam to promote Wayward to more new/old players and helps us understand what players like/don’t like about the game so we can improve it.

Bonus Tip: Does using actions via the (right-click) action menu feel tedious? Add them to your action bar instead! Simply click on an action slot to bind an action to it. Some good starting actions to set up in each slot is “Chop”, “Mine”, “Butcher”, “Start Fire”, and “Stoke Fire”. These slots will automatically use the best tool or item for the job in your inventory.

New

  • Departing an island with a lit lighthouse on it now adds a bonus to your travel range.
  • You can now put “drop all” in an action slot to drop every item in your inventory. (Up to what fills the tile.)

Improvements

  • Removed messages, action, and item actions from the menu bar for a simplified new user experience and better compatibility for lower resolutions/higher interface scaling.
  • Improved the appearance of the crafting/dismantle dialog tabs.
  • Dialog titles now display their current keybinding.
  • Tweaked the UI for when the game is paused to hopefully make it easier to tell that the game is paused, and what to do to unpause.
  • Merchants will now never stock past 75% of their weight. (Thanks Gyuri (kustox)!)
  • Increased maximum width of tooltips on low resolutions, and reduced maximum width of tooltips on high resolutions, to result in a more consistent tooltip size overall.
  • Improved the readability of the island name/arrival text on small resolution/higher interface scaling.
  • Dialog titles now display their icons.
  • The warning when crafting with items that may break is now disabled by default for a better new player experience.
  • Improved the default column size in category/skill views in the crafting dialog when using interface scales above 1.
  • You can now dismount boats when over top of corpses.
  • Some creatures now count as a fire source when being comforted while resting/sleeping.
  • Updated some outdated areas of the help menu.
  • Older UI buttons now use the same click sound effect as newer UI buttons.

Balance

  • Player spawns on coastal islands have been rebalanced so starting on small off-shore islands should no longer be possible.
  • Standing by heat sources will now increase the chance of healing the frostbite status, but may also hurt you further if the heat source is too hot.
  • Decreased skeleton difficulty.
  • Hobgoblins, acid spitter demons, ice elementals, and dryads now have blunt damage vulnerability while increasing/adding their resistance to slashing or piercing.
  • Increased the rarity of x3/x4 thirst/hunger challenges and increased their difficulty rating in challenge mode.

Bug Fixes

  • Fixed nearby items not being usable with the action bar.
  • Fixed a save corruption leading to the game not loading correctly. (Thanks mathematico!)
  • Fixed filtering not being applied to new items.
  • Potentially fixed mod bindings, actions, and other mod registrations not loading or overlapping in certain situations. (Thanks 柯箴之, Hiran, Lilac, and Umbra Animo!)
  • Fixed tattered map tiles flickering every turn.
  • Fixed “slotted in action bar” icons sometimes getting stuck on items.
  • Fixed field of view flickering in multiplayer.
  • Fixed subtitle spacing on lower interface scaling. (Thanks Heart!)
  • Fixed action bar add/remove buttons appearing far out from the rest of the action slots.
  • Fixed errors when traveling to a new island. (Thanks Torrin and wolfram!)
  • Fixed field of view/lighting-related multiplayer desyncs.
  • Fixed “Drop All” and “Drop All of Quality” actions only being slottable when operating on an exact item.
  • Fixed being able to drop things where not allowed using the “Drop Items at Feet When Facing Tile is Blocked” option.
  • Fixed the “Drop” actions not displaying a red message and preventing use when there’s something in the way.
  • Fixed “Drop All (of Quality)” not dropping the correct quality. (Thanks King Smidgens!)
  • Fixed “Drop” actions not displaying a red message and preventing use when the item(s) don’t fit in a container.
  • Fixed multiple styling issues relating to input/dropdown menus in dialogs.
  • Fixed being able to load the mods menu before all mods are initialized.
  • Fixed UI quadrant changes resetting when rejoining a server.
  • Fixed merchant/shipper container dialogs staying open after the NPC dies.
  • Fixed action slots incorrectly appearing as though they had no action bound in some cases. (Thanks Petalwing!)
  • Fixed renderer not updating correctly for other players when moving to/from caves.
  • Fixed text describing a book not using the same format as other book description text. (Thanks 柯箴之!)
  • Message conversions/upgrades now happen for all players (even disconnected ones) on the save.
  • Fixed being able to enter screenshot mode when in the pause menu.
  • Fixed pressing escape no longer exiting screenshot mode.
  • Fixed the message UI getting squished when starting a game with it in the top right quadrant.
  • Fixed dialog/container sort selection not being saved for clients in multiplayer games.
  • Fixed some issues with how native scaling is handled.
  • Fixed the crafting dialog being blank when joining a multiplayer game that is paused.
  • Fix the action bar moving to the bottom left when the messages are switched to a dialog.
  • Fixed the title bar not showing when you’re using the development branch.
  • Fixed the back button on mods overlapping text if the description was too big.
  • Fixed a few embeds in the news menu displaying as links.
  • Fixed ports in the islands dialog having an unintentional extra white line underneath them.

Technical

  • Fixed some seeded generators sharing internal state objects.

Modding

  • Improved the file generation/updating of "+mod create" and "+mod update" to hopefully result in less stumbling points for new modders.

Mods

Debug Tools

  • Fixed issues when attempting to paint tiles. (Thanks Smogginal Dorksfurth!)
  • You can now apply and remove status effects on players/NPCs.

Magicology

  • Updated item recipes to not require magical bindings.
  • Items are now created after enabling the mod on an existing save.
  • Is no longer considered a cheat mod.
  • Reduced durability/power of given items (so they aren’t as cheaty).

TARS

  • Now takes into account a creature’s difficulty/tier when deciding if it should attack or run away.
  • Fixed issues related to running away from creatures when trying to rest.
  • Fixed a game freeze when too many items are on the ground.

Balancing Tools

  • Added two new options for disabling NPC and creature attacking.

Wayward Major Update “Beacon’s Call” Released!

Beacon's Call Banner

Wayward players, it’s time to answer the call of the beacon! The highly anticipated update is finally here and promises to guide you to new horizons and adventures.

After our last major release being the largest update to date, we thought we would scale back this time around and offer another pretty beefy update, but without such a long wait between the releases. Our last one was 280 days between the major releases, but this one clocks in at 218 days instead. We hope to keep this pace up in the future, and hopefully even faster; we always seem to get carried away.

Some stand-out features from this release include:

  • Added the concept of “ports” and lighthouses for mass island-to-island transfer and faster travel.
  • Added wooden bookcases that can hold books for added benefits.
  • Added tamed creature commands that unlock new behaviors as skill increases and creatures are tamed multiple times.
  • Added a new magical golem creature, crafted out of various and sometimes rare resources.
  • Creatures now have a combat strength and danger level, shown in their tooltip.
  • Added cages for picking up creatures for easy travel (and possibly shipment) of tamed creatures.
  • Added various rare gems for unique recipes and trading value.
  • Weapons and armor can now have a variable range of bonus damage and base defense based on their quality. Creatures have been rebalanced with this in mind.

You can preview some of these changes in the below video:

This release has been pretty content or feature-heavy compared to previous updates, but there are still plenty of performance and quality-of-life updates sprinkled in as well. Check them all out below:

Read more…

Development Branch Update – Beta 2.13.0

The time has come once again. The development branch has been updated with the yet-to-be-named pre-release version of the “next” major update. This means you can play (and test out) all the new upcoming features and improvements. Take it for a spin if you feel like living on the bleeding edge.

We have shared a few videos on some of the new features so far, including:

Some other notable features include:

  • Added tamed creature commands that unlock new behaviors as skill increases and creatures are tamed multiple times.
  • Added various rare gems for unique recipes and trading value.
  • Added a new magical golem creature, crafted out of various and sometimes rare resources.
  • Weapons and armor can now have a variable range of bonus damage and base defense based on their quality. Creatures have been rebalanced with this in mind.

But if you really want to see all of what’s going on so far, you can check the in-game changelog or view our Trello for a more technical breakdown: https://trello.com/b/PWX1Hpjn/wayward-todo – Look in the “Beta 2.13 “Next”” column.

As always, we would encourage you to back up your saves before trying this development branch of the game. By default, you can find your backups and save folders in the main Wayward directory. You can also export saves and global save data in-game if needed.

More information on how to change branches here:

https://steamcommunity.com/sharedfiles/filedetails/?id=721479594

Report any issues you find, and let us know if you have any naming ideas! More news to come!

Wheels & Wetlands Update #3

Hey all,

Hope you are enjoying/enjoyed your holidays! Here’s what will likely be the last update/minor patch in this series as we have already begun to work extensively on the next major update.

Onwards and wayward into the next year! Stay tuned for more news!

Bonus Tip: If you are ever unsure about what exactly each action tier does on a tool, for example, “Mining III”, you can inspect the item (by default, using Shift+Right Click when hovering an item), and hover over each of the actions and tiers to get information on what this affects.

Bonus Promo: Dr. Incompetent recently put together a playthrough of Wayward on their channel including a beginner’s guide:

On with the changelog:

Improvements

  • Added filter support to the actions drawer.
  • Added a new message when killing a merchant.
  • The “inapplicable” headings in the actions drawer now specify that the following actions are inapplicable with the item you have selected.
  • Improved performance when gathering, harvesting, dismantling, disassembling and other actions that can give you multiple items in one turn.
  • Creatures will now swap positions with players if they are on a cave entrance when they ascend or descend if not tamed.
  • Increased save back-up amount from 5 to 10.
  • Updated the “Crafting” help article to include more information on success chances and new tooltip/efficacy bonuses.

Balance

  • Attacking merchants directly or through the use of tamed creatures will impact reputation similarly to attacking other players.
  • Reduced amount of thirst gained when poisoned slightly.
  • Reduced amount of thirst gained over time but increased it while encumbered/overburdened.
  • Reduced durability of boats slightly.
  • Reduced the base defense of snow walkers.

Bug Fixes

  • Fixed game-freezing issues caused by completing or dismantling tattered maps. (Thanks synchc!)
  • Fixed the Steam Deck not launching Wayward properly.
  • Fixed Wayward not launching from Steam on newer distros/versions of Linux. (Thanks Voklov!)
  • Fixed not being able to slot most item actions in action slots unless you have an applicable item for them.
  • Fixed “you cannot do that” messages not displaying for the read map action.
  • Fixed creatures not going up and down cave entrances when they couldn’t naturally spawn on the current biome.
  • Fixed trees with snow being able to melt into a near-infinite amount of puddles when travelling.
  • Fixed player’s reputations being affected by merchant’s death outside of their control/interaction. (Thanks sechsauge!)
  • Fixed weight bonus not showing as a custom modifier in the pause menu when set to +50.
  • Fixed changing a binding closing all sections in the bindings menu. (Thanks dawn_h_35!)
  • Fixed errors when unloading mods that added new world layers, such as Troposphere.
  • Fixed being able to paste formatted HTML into the chat box.
  • Fixed extinguishing equipped torches when getting off boats from non-shallow water to land or moving vehicle-to-vehicle.
  • Fixed merchants being able to be killed twice in the same turn.
  • Actually™ fixed the blank pause menu issue. (Thanks Valdig!)
  • Fixed enhancing items not using thaumaturgy.
  • Fixed “Turns” not showing up for game saves on the Steam Workshop.
  • Fixed errors when attempting to travel to islands with bugged merchants.
  • Fixed the “Unfocus After Sending Message” option adding an extra line to the message bar or not working at all. (Thanks 柯箴之!)
  • Fixed action slots showing the incorrect item in the tooltip when disassembling containers. (Thanks 柯箴之!)
  • Fixed tinkering being used in cases where other skills should be used when refining or reinforcing. (Thanks Anketam!)

Technical

  • Updated to Electron 22.0.0.

Mods

TARS

  • Fixed not being able to gather treasure from water.
  • Will now build more than 3 water stills when needed.

Wheels & Wetlands Update #2

Hey all,

We have a minor update ready tonight to start off this weekend. This release primarily focuses on bug fixes and smaller UI/UX improvements. Review the changelog below for more details!

Bonus Promo: Thank you to those who recently left a review for Wayward. This helps us reach more potential players and supporters! If you have a few minutes, please leave a review and rate any reviews you find helpful!

Bonus Tip: Wells do not require an underground/cave lake to function (although this is definitely preferred). You can place them in many locations and receive fresh water over time. You can even place multiple of them to get more fresh water quicker. Use a rope to “Test Depth” on wells to tell if you have adequate water coming into the well.

New

  • Redesigned the attack tooltip, adding in damage types, range attack info, and fixing misc issues.

Attack Inspection

  • Added a tooltip delay option.

Improvements

  • Indecipherable and completed tattered maps now appear in the inventory with different graphics. (Thanks TheBlackHand!)

Tattered Maps

  • Completed tattered maps that are part of a different island will no longer be called “indecipherable.” (Thanks Setbu!)
  • Clicking on the “also bound to” icon in the bindings menu now filters to the specific input rather than the bindables also bound to that input, and the filter now updates as you rebind them, allowing you to more easily fix incompatibilities.
  • Tweaked some actions to be discovered by default like starting/stoking fire and butcher and removed eat/drink/rename.
  • Reduced splash screen time.
  • You can now choose to only show tooltips if you’re holding the “show more information” binding.
  • Dual Wielding now has a reputation impact and can increase strength. (Thanks Kalako!)
  • Cleaned up the UX around configuring the craft action in the action bar. (Thanks 柯箴之!)
  • Drawing maps now has more delay to prevent performance issues and accidentally redrawing the same terrain. (Thanks 柯箴之!)
  • The player now uses their right hand for their main hand but can be toggled with a new gameplay setting.
  • Improved the “Item Qualities” help article. (Thanks 柯箴之!)
  • Stored item insulation is now referred to as that in item tooltips.

Balance

  • Equippable containers (like backpacks) now have equipped insulation values.
  • Skeletons are now resistant to fire instead of vulnerable to it.
  • You can no longer see merchant stats in complete detail.

Bug Fixes

  • Fixed drop/move actions not getting discovered. (Thanks Kalako!)
  • Fixed items not receiving the proper red decayed/damaged when picking them up. (Thanks 柯箴之!)
  • Fixed interrupts sometimes continuously opening when in multiplayer games.
  • Fixed errors related to scarecrows. (Thanks Jon!)
  • Fixed the inventory remaining greyed out after using an action slot while hovering over an item that gets destroyed or dropped. (Thanks 柯箴之!)
  • Fixed the rename interrupt not closing after first opening it with an action slot set to “Rename” via a hotkey, then using “Rename” again via the action menu.
  • Fixed context menus eating inputs for a short time due to animations.
  • Fixed items refined down to have 0/0 durability displaying with an extremely long durability bar. (Thanks Dirty Protagonist!)
  • Fixed the “Inspect in Dialog” hint showing when there are no inspections visible on a tile and the “Always Show More Information” option is enabled.
  • Fixed the news menu not correctly removing changelogs from news posts in favour of redirecting to the changelog menu.
  • Fixed the message for pouring water on plants never saying when the plant is fully healed. (Thanks 柯箴之!)
  • Fixed milestones with lists of discoveries not showing that you can inspect them for more information. (Thanks 柯箴之!)
  • Fixed action slots staying highlighted after pressing it and quickly moving your cursor off of it. (Thanks 柯箴之!)
  • Fixed some issues when preferring a lens over other fire-starting devices. (Thanks Ratha Wynter!)
  • Fixed the game displaying “you can now combat the tides” and unlocking the islands dialog upon collecting a minecart. (Thanks 柯箴之!)
  • Fixed coconut container of purified fresh water spilling into medicinal puddles.
  • Fixed copy action slot bind not always working.
  • Fixed incorrect temperatures being used for item decay/melting when inside containers.
  • Fixed a rare action-related multiplayer desync.
  • Fixed the possibility of temperature not properly updating after a fire decays.
  • Fixed temperature status effects being delayed in multiplayer & real-time mode games.
  • Fixed errors when changing languages while in-game. (Thanks 柯箴之!)
  • Fixed not all quest requirements being visible in the quest dialog. (Thanks 柯箴之!)
  • Fixed multiple tile quality issues including a case where the quality of a tile would get removed if other tiles were placed on top of it.
  • Fixed indecipherable tattered maps not appearing with “indecipherable” in their name after travelling.
  • Fixed niter not having any worth. (Thanks ChiriVulpes!)
  • Fixed “Warn When Breaking Items” not working when dismantling through action menus.
  • Fixed errors showing when hovering status effect icons in the Inspect dialog when inspecting the player. (Thanks 柯箴之!)
  • Lists of items now only display a single item icon for the last listed quality. (Thanks Kalako!)
  • Fixed occasional pathing issues for walk to tile & tamed creatures.
  • Fixed some spacing issues with the input clear button and with the gap between some expandable sections.
  • Fixed not being able to correctly search for input sequences and inputs with modifiers in the bindings menu.
  • Fixed an error when inspecting an NPC or the player in a dialog. (Thanks Laura!)
  • Fixed action submenus appearing as undiscovered with no way to be discovered.
  • Fixed unknown/broken items (for example ones added by removed mods) causing errors.
  • Fixed actions in item inspections not showing as discovered. (Thanks 柯箴之!)
  • Fixed issues when enabling/disabling the same mod installed via Steam Workshop and locally. (Thanks 柯箴之!)
  • Fixed blank option menus showing. (Thanks Valdig!)
  • Fixed items stacking into a pile incorrectly.
  • Fixed changelog images being pixelated when resized.
  • Fixed some button/choice prompts displaying incorrectly.
  • Updated to old/incorrect information in the Starter Quest. (Thanks 柯箴之!)
  • “Focus Previous” will now default to Ctrl+Tab instead of Shift+Tab due to Steam Overlay conflicts. (Thanks 柯箴之!)
  • Fixed refining allowing 0 durability. (Thanks Dirty Protagonist!)

Technical

  • Updated Electron to 21.3.0.

Mods

Debug Tools

  • All places where you could add items to containers now renders the full list of items and supports the clear items action, a bulk durability editor, etc.
  • Invulnerable mode now only prevents death, rather than preventing all damage and creatures from attacking you.
  • You can now modify all skills at once.

TARS

  • Improved performance.

Wheels & Wetlands Update #1

Hot off the heels of our largest major update to date, here’s our largest minor update to date! In this one we smoothed out some problem areas we have discovered with the action slot system – making it more streamlined, but just as powerful. This update also rebalances how clay and metals work, allowing metallurgic endeavors to be easier and more possible on the coastal island biome (or the starting island).

Another exciting piece of news is that Wayward is now considered “Playable” on the Steam Deck. There are a few issues Valve and us have been working on behind the scenes to get a better experience for the game, including some things in this update. It’s not 100%, but it’s just as the status implies, “playable”.

Stay tuned for more! It’s likely we will be moving on to the next major update after this release with possible bug-fix-only minor patches in the future as new issues arise.

Bonus Promo: Evan of RetroMMO recently had me on “RetroChat”, regarding Wayward. Check out the edited VOD here if you are wanting to learn about some Wayward development lore:

Bonus Tip: You can automatically use actions in your action bar when moving, similar to the old feature where you could enable automatic gathering; however, this can be done with any action including things like dismantling, firing a bow, taming, and more! This feature is unlocked after discovering (and using) 20 actions. Simply hover over an action slot and hit “Left Alt” (by default), or configure the slot and check “Use When Moving”.

Read more…

Wayward Major Update “Wheels & Wetlands” Released!

Wheels & Wetlands

Welcome to Wayward’s largest update to date! Here are just a few standout features from this release:

  • Actions menus have been moved to the new UI, allowing for a unique, unchanging binding for each action. Tooltips are now shown describing most actions.
  • Added minecarts and tracks, speeding up travel and moving items on land.
  • Configuration of action slots is now contained within a drawer of all actions with extra options about how the slot is used and restocked.
  • Added the “wetlands”, a new island type with unique terrain, creatures, plants, and items.
  • Doors now automatically open and close as you enter/exit them and no longer take a turn, but can be “propped” open for creature passage.
  • The equipment dialog has been moved to the new UI. Equipment now is only used for stats and other on-equip effects, and will not be used for mining, gathering, harvesting, etc.

Take a look at some of these features in our preview video if you haven’t seen it already:

We have made some huge steps in terms of modernizing our UI with this release and there are only a few systems left before we can start on proper keyboard-only and controller support.

The usability of actions has received a huge bump in accessibility, fixing many long-standing issues shared by the community, especially in multiplayer games.

No major update can be without its fair share of content, and this has it in spades. Nearly 100 items were added, new milestones (including a very game-changing one), a new island biome, new creatures, new plants, and more!

An extra special thanks to all the testers this time around that helped us squash a lot of the bugs during the development period. You can see their names scattered through this changelog on our public Trello board. On with the giganto-list:

Read more…

Development Branch Update

It’s happening! We are “ready-ish” to begin testing the in-development build of Wayward. Many of you have probably already noticed your game updating if you were subscribed to the development branch on Steam. We are still working on a lot of stuff and all the features are not yet finalized, but we do have a name at least! The votes are in, this major release will be called “Wheels & Wetlands”.

You can find a little of what to expect here from the latest newsletter: https://steamcommunity.com/games/wayward/announcements/detail/3363644258060662556

But if you really want to see all of what’s going on so far, you can check the in-game changelog or view our Trello for a more technical breakdown: https://trello.com/b/PWX1Hpjn/wayward-todo

Here Be Dragons Drakes

As always, we would encourage you to back up your saves before trying this development branch of the game. By default, you can find your backups and save folders in the main Wayward directory. You can also export saves and global save data in-game if needed.

More information on how to change branches here: https://steamcommunity.com/sharedfiles/filedetails/?id=721479594

Report any issues you spot. Godspeed!