Beta 2.10.8 Released

Today we are releasing what is most likely the last minor patch in the 2.10.x series. We have been working on this release while also working on our next major update to the game, which is why this took a bit longer to get out. We thought it might be better if we do the last minor releases like this going forward so there’s less of a gap in between releases. There’s plenty of quality of life improvements here and some substantial balance changes among all the bug fixes.

Enjoy! Let us know if you run into any issues. There will be more news to share on beta 2.11.0 coming soon!

Bonus Promo: Come hang out on the Discord! Although we have a smaller community, it’s still the most active spot for Wayward discussion, especially in periods of less activity like this.

Bonus Tip: If you are attempting to kill a creature and melee attacking isn’t working out for you, “there’s more than one way to skin a cat”, or probably giant rat in this case. Here are a few other options:

1. Use traps. Setting down multiple traps and guiding the creatures into them will keep you safe from damage while dealing it to them instead. The damage and success are based on your “Trapping” skill.
2. Craft or find better armor and gear. Mitigate as much damage to yourself while dealing as much damage as possible to your foes.
3. Used ranged weapons or throwing. Slings, bows, spears. All can be used to deal damage while at a distance. The damage and accuracy are based on your “Tactics” or “Throwing” skills.
4. Tame other creatures and have them fight for you! If you have tamed creatures, they will protect their master as long as they are content.

New

  • Added an option to disable UI opacity (for better performance).

Improvements

  • Protected items no longer get automatically set as a quickslot item (so repetitive actions can now be done). (Thanks Anketam!)
  • Creatures will eventually stop attacking other creatures in the case that they are not dealing damage or healing them.
  • Glaciers will no longer be referred to as “stone walls” or “cliffs” in treasure map riddles. (Thanks TheLukeyBoi!)
  • Added “repair”, “copy map”, and “read map” as valid actions for the “Operator” milestone.
  • Creatures that cannot be tamed normally but will accept items will now reveal as such in messages.
  • Creatures will no longer attempt to move out of fire if they were immune to it.
  • There are now audiovisual cues when players or creatures are healing other creatures with their attacks in the case they are already at full health.
  • Plants that die will now drop their resources.
  • Removed snow/ice items from merchant NPCs in biomes that were not suitable.
  • Puddles and blood will no longer block planting seeds and will be cleared after being planted.
  • A message is now shown when the game fails to load save data.
  • Added more random events related to plants.
  • Boglings can no longer create swamp over cave entrances. (Thanks Anketam!)
  • Lava beetles can no longer spawn lava on top of lava or cave entrances.
  • Glassblowing will now use kilns instead of furnaces.

Bug Fixes

  • Fixed efficacy percentages returning the wrong values depending on the order of items. (Thanks Anketam!)
  • Fixed moving items between quickslots no longer allowing you to set default actions on it in multiplayer games and causing other issues.
  • Fixed shift-clicking to move items across containers sometimes focusing on the item filter.
  • Fixed an issue where random events that happen to plants could only happen if they were on fertile soil (or were fertilized in some other way). (Thanks Ursa!) (Thanks Azhukar!)
  • Fixed magical items not working correctly after upgrading them. (Thanks TheLukeyBoi!)
  • Fixed Steam Workshop mods not being loaded on Linux.
  • Fixed tooltips not showing or separating item quality bonuses. (Thanks Ratha Wynter!)
  • Fixed a desync when attempting to enchant an item that already has some magical properties. (Thanks Shirow!)
  • Fixed being able to refine items with 0 durability. (Thanks Daxt!)
  • Fixed disassembling items not giving back the proper items when going past a single level of disassembly. (Thanks Lukewarm Badger!)
  • Fixed auto gathering not getting the proper item tier. (Thanks Shirow!)
  • Fixed creatures attempting to move out of fire when they couldn’t move in the first place. (Thanks pkmx!)
  • Fixed the “hoarding” magical property not working.
  • Fixed several instances where doodads or tile events could attempt to spawn out of map bounds.
  • Fixed instances of messages and sound effects still being spawned when creatures failed to perform their special abilities due to tile restrictions.
  • You can no longer route water over cave entrances, fixing a one-way cave entrance issue when gathering water over a previously open cave entrance. (Thanks Oragepoilu!)
  • Fixed the defense tooltip including magical insulation as part of base insulation.
  • Fixed islands able to be duplicated when going to -1, -1. (Thanks pkmx!)
  • Fixed penguins not being able to produce eggs. (Thanks Ursa!)
  • Fixed a blank “taming length” showing in more information for the offering action in item tooltips. (Thanks mwebb759!)
  • Fixed desyncs related to traveling.
  • Fixed double stamina reductions happening when throwing items. (Thanks num ca nem vi!)
  • Fixed errors caused by playing a game that previously had a mod running that added new items.
  • Fixed torches not being extinguished when jumping into water. (Thanks mwebb759!)
  • Fixed jumping and teleporting not closing the static containers. (Thanks mwebb759!)
  • Fixed living mushrooms being able to spawn mushrooms on improper tiles.
  • Fixed some UI not functioning correctly due to the messages UI attempting to load during traveling. (Thanks Lukewarm Badger!)
  • Fixed tiles not being checked under creatures who could not move.
  • Fixed a rare instance of equipping items that should have no effect on insulation causing total insulation changes. (Thanks Nobody Important!)
  • Fixed not being able to fuel high quality or magical torches and candles properly. (Thanks Anketam!)
  • Fixed Workshop syncing issues.
  • Fixed the attack action not applying the proper delay.
  • Fixed being able to light torches/candles while swimming (but in a different way this time). (Thanks mwebb759!)
  • Fixed lit torches being transferrable to containers while staying lit. (Thanks mwebb759!)
  • Fixed +console mode not working on Linux.
  • Fixed some tiepos. (Thanks Ursa!)
  • Fixed the dangerous throwing warning for protected items not getting the proper range.
  • Fixed the consistency of lockpicking naming. (Thanks Daxt!)

Balance

  • Aberrant creatures will now drop up to three (up from two) items from their loot group and will now have triple (up from double) the chance to drop non-guaranteed individual loot.
  • Reduced maximum aberrant health significantly via a hard cap (will only apply to newly spawned aberrants).
  • Creatures will now regenerate health slowly.
  • Increased the effectiveness of the “hoarding” magical property.
  • Hurling now adds to throw damage when using thrown weapons.
  • Increased the maximum range for magical “Power” items.
  • Reduced the chance for bare trees to regrow.
  • Giant rats can now drop shimmering fibers.

Technical

  • Wayward has been upgraded to Electron 14.0.1.
  • Fixed performance issues related to item decay/durability bars.
  • Improved performance of dropping many items.

Mods

TARS

  • Fixed walking over acid without the proper equipment/protection.
  • Fixed memory issues.
  • Fixed getting stuck when recovering stuck in certain situations.
  • Improved more status messages.
  • Learned to open messages in a bottle.
  • Will now look for items in containers in inventory.
  • Learned that aberrant slither suckers are bad.
  • Will now know about protected items.
  • Fixed sometimes getting stuck when items are in backpacks in chests.
  • Learned how to read books.
  • Improved objective planning logic – take into account whether or not items are consumed during crafting.
  • Fixed not loading on Linux.

Balancing Tools

  • More space will be cleared for creature lines and doodads will be removed.
  • Changing your “difficulty” will no longer delete your inventory or restore your stats.
  • You can now change your equipment and skill levels independently.

Beta 2.10.7 Released

Hey all,

This week’s focus has been on fixing up the remaining reported issues and working on balance changes.

The balance changes mostly consist of aberrant and high-tier creature damage. Previously, they were dealing too little damage due to skill/gear power creep and previous balance changes. This should straighten out the issues spotted by several players. Let me know if you spot anything out of whack with these changes as they are quite significant in some cases/scenarios. The intention is to require you to think about what types of armor to use in certain temperature scenarios against certain types of creatures.

We also added in two new magical item properties. They were added due to an issue spotted where in some instances, items could roll an incorrect amount of properties just because not enough could be applied to certain items. These are generic enough that they should fit most items; thus, solving the issue.

View the changelog for more information on these and more.

Bonus Promo: Tons of work has gone into the unofficial Wiki as of late. Check out some of the recent changes here.

Bonus Tip: You can grab items out of fire/lava using tongs or while wearing the proper hand protection without getting burned. This is useful in some cases where you are picking up items that have caught on fire or are creating charcoal intentionally.

New

  • Added a new magical property, “Offering”, which increases taming length when used on creatures. Aberrant creatures will be tamed 100% of the time when using a matching item that the creature accepts.
  • Added a new magical property “Hurling”, that increases an item’s thrown damage, range, and reduces stamina usage.

Improvements

  • Puddles will now provide bonuses for plant growth/speed (and fertility in some cases) unless it is seawater.
  • Named items now appear by name in item lists, rather than by what they are. (Thanks Killpocalips!)
  • With the inclusion of the new magical properties, there should no longer be rare instances of magical items rolling with the incorrect amount of properties.
  • Highlighted UI/item elements are now animated in a performant way when disabling UI effects as to not sacrifice usability.
  • Ranged attacks will now reveal the range the item traveled.
  • Thrown messages will now reveal the stamina cost in throwing the item.

Balance

  • Increased mid to end game creature’s damage significantly.
  • Reduced the damage bonus that aberrant creatures had against resistances/vulnerabilities.
  • Removed the creature damage cap for aberrant creatures, but reduced their maximum damage output slightly (due to other damage changes).
  • Removed blunt resistances on iron armor.
  • Reduced blunt vulnerabilities and increased base defense on bronze armor.
  • Reduced the goat’s minimum damage slightly.
  • Decreased rarity of blackplate items.

Bug Fixes

  • Fixed inspection not working until reloading the game. (Thanks MATOSCH83!)
  • Fixed milestone and skill inspections flashing.
  • Fixed “Discovered” amount not updating in milestone inspection.
  • Fixed damage type values in the defense tooltip including the skill modifier.
  • Fixed “Apocryphal” not being possible to obtain. (Thanks beuteugeu!)
  • Fixed protected items producing a horizontal scroll bar. (Thanks mwebb759!)
  • Fixed chests staying open while descending/ascending cave entrances or teleporting. (Thanks mwebb759!)
  • Fixed requiring to press enter twice to rename something. (Thanks Matthew Cline!)
  • Fixed acid and skeletal remains from spawning on water or the void.
  • Fixed being able to light torches while swimming. (Thanks mwebb759!)
  • Fixed calculated insulation values not updating in the tooltip when changing equipment.
  • Fixed ghosts being affected by status effects.
  • Fixed creatures being able to spawn out of bounds if the player was near the edge of the map.
  • Fixed blood appearing on void tiles. (Thanks mwebb759!)
  • Fixed joining a multiplayer game overwriting local characters.
  • Fixed highlighted items never being unhighlighted when UI effects are disabled.
  • Fixed issues with publishing Steam Workshop mods. (Hotfixed)

Technical

  • Reduced memory usage when playing in a multiplayer game.
  • Wayward has been updated to Electron 13.1.2.

Mods

TARS

  • Fixed not being able to distinguish which tiles can be tilled.
  • Will now open doors and gates instead of picking them up.
  • Fixed getting stuck in “Tidy” mode.
  • Will now move items off the ground if it’s blocking a build location.
  • Fixed issues when trying to carve corpses with sharp rocks.
  • Fixed trying to attach purified containers of water to water stills.
  • Will now run away from all aberrant creatures when it doesn’t have adequate equipment.
  • No longer hordes snow in the inventory.
  • Will now try to use offal before they decay.
  • Now detects trap door spiders near the base when looking for nearby enemies (cheater!).
  • Fixed getting stuck when trying to eat food from a chest while encumbered.
  • Improved status messages.
  • Improved sailing logic.
  • Disabled movement and item-related warning interrupts when enabled.
  • Fixed attempting to craft while in water.
  • Fixed getting stuck when attempting to build 0 durability objects.
  • Improved stat recovery logic.
  • Fixed getting stuck moving stuff in between chests.
  • Fixed not knowing how to build items in rare cases.
  • Fixed issues making items when more than one anvil is near the base.
  • Added “Quantum Burst” mode.

Debug Tools

  • Clear paint mode when closing paint panel.

Balancing Tools

  • Added more levels of difficulties and armor/skill sets for testing scenarios.

Beta 2.10.6 Released

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

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

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

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

New

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

Improvements

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

Balance

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

Bug Fixes

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

Mods

Debug Tools

  • Fixed inspection errors when loading the mod in multiplayer.

TARS

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

Modding

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

Technical

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

Beta 2.10.5 Released

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

More to come in beta 2.10.6!

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

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

New

  • Added a new magical component for altering magical stat/skill/reputation properties to a different stat/skill/reputation, instead of only being able to re-roll them to a different property entirely.
  • Added durability and decay bars to items for usability. (Thanks Sooner535{UFIP}!)
    Decay/Durability Bars

Improvements

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

Balance

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

Bug Fixes

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

Mods

TARS

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

Debug Tools

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

Beta 2.10.4 Released

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

Take a peek in the changelog below!

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

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

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

Off Shore

Improvements

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

Balance

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

Bug Fixes

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

Modding

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

Technical

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

Beta 2.10.3 Released

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

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

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

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

New

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

Improvements

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

Bug Fixes

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

Balance

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

Technical

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

Modding

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

Mods

TARS

  • Reduced memory usage.

Beta 2.10.2 Released

Hey there,

We have another batch of fixes ready for ya’ll. We are still working on more improvements, additions, and balance tweaks as well, but our priority will continue to be fixing up any bugs and major issues that get discovered for the next little while. Please keep them coming!

Bonus Tip: Did you know you can inspect items (by default with Shift + Right Click) and hover over certain properties to get more information on what they do?

Inspect Tip

Bonus Promo: Happy Wayward Day! Five years ago today, we made the choice to release Wayward on Steam to garner support and to build our community. At that time, while still a full game, there was limited content and not much point for the progression in the game. Years later, we have thousands of new items, creatures, terrain types, plants, and other objects collectively. We now have an end-game, and tons more replayability, not only because we have since added multiplayer and infinite travel, but have extended the game with custom game support and a challenge mode. Oh ya, and milestone modifiers. Oh ya, and also remember when equipping items didn’t change your character sprite? Oh ya.. and… It’s impossible to list all the changes and additions here, but we have no plans of stopping. Building games with this amount of depth and breadth take time, especially whilst being a hobby project. Stay tuned for more!

Improvements

  • Setting the “Turn Delay” to 0 will now disable all turning when moving. You can then use shift (by default) to face different directions.
  • Improved the sorting of games in the multiplayer menu so that open games are at the top.
  • Player tooltips will now be visible for players that are connecting to a multiplayer game.
  • The news menu will now have changelog buttons for more version release articles.
  • Notes are no longer shown when running a dedicated server.
  • The in-game changelog can now display preview images for changes.

Bug Fixes

  • Fixed tamed creatures no longer seeking owner’s attackers. (Thanks Zalpha!)
  • Fixed Steam Workshop mods being re-downloaded even when they are already updated, increasing the speed at which mods will refresh.
  • Fixed incompatible Steam Workshop mods not showing up in mods list.
  • Fixed loading outdated or too many mods causing other mods not to load.
  • Potentially fixed a very rare bug with tattered maps that caused them to sometimes not have Xs until the game is reloaded.
  • Fixed crafting item highlights not re-highlighting after crafting items.
  • Fixed the “Steam Workshop” button showing for save exports when not connected to Steam.
  • Fixed quickslots not properly updating protection & damaged status. (Thanks Townfall!)
  • Fixed ground item inspections showing themselves when not nearby.
  • Fixed ground item inspections tripling themselves.
  • Fixed Electron IPC errors caused by console logging into dedicated servers.
  • “Flasks” have been renamed to “retorts” as that is more accurate to their purpose and graphic. (Thanks darkmane!)
  • Fixed items tooltips disappearing and leaving just the “Inspect” section if they had been destroyed. (Thanks Arnkh!)
  • Fixed trying to create puddles out of bounds.
  • Fixed mousing over one craft after another not highlighting the proper items when the second craft used some of the same items as the first one. (Thanks Skarn!)
  • Fixed performance issues when traveling to or playing in already-visited ice cap islands. (Thanks Vallivanting!)
  • Fixed instances of tooltips not updating when there are changes to old dialogs, such as inventories, crafting, dismantling, and equipment.
  • Fixed some instances of incorrect floor tile-mapping.
  • Fixed fire spreading to lit torches and candles possibly giving them higher than normal decay values.
  • Fixed torches/candles resetting their maximum decay when picked back up among other issues. (Thanks Skarn!)
  • Fixed tooltips flashing/empty boxes when moving the mouse between different in game objects.
  • Fixed the required craft amount showing the wrong count of items.
  • Fixed there not being a “discovered treasure” sprite for maps in the dark theme.
  • Fixed fog of war being reset when rejoining a dedicated server that traveled to a new island. (Thanks LaoTze!)
  • Fixed spawning on the edge of the map if the players travelled to a new map while you were offline or were a brand new character on the game/server. (Thanks CloudedGuardian!)
  • Fixed multiplayer travel votes getting stuck if a player disconnects mid-vote.
  • Fixed no confirmation being shown when travelling on multiplayer games alone. (Thanks Valdig!)
  • Fixed map dialogs staying open after dropping or moving the item.
  • Fixed the quick settings dialog not refreshing options when they are changed from a different place.
  • Fixed the reference system not working for mod registrations. This fixes tooltips on things added from mods.

Balance

  • Increased the temperature variance/range within the coastal island types.
  • Decreased the temperature in coastal and ice cap caves.
  • Increased the maximum temperature in the arid island types, including in the caves.
  • Increased chance of spawning void dwellers.

Technical

  • Wayward has been upgraded to Electron 12.0.4.

Modding

  • "Registry().get()" now supports referencing a single registration inside a bulk registration.

Mods

TARS

  • Will now restore changed gameplay options when disabled.
  • Will now move faster by disabling turn delay.

Beta 2.10.1 Released

Hey all,

Happy Saturday! Hoping you all are having some fun with the new update. We wanted to address some issues quickly that some players are facing. It’s not everything we want to do or fix up in the short term, but it’s a good start. Stay tuned for more!

Bonus Tip: You can bring up fish out of the water (ones you can’t even see) by casting your line or net in open water. You can increase your chances of this by using bait. Bait items include chopped fish, spider meat, worm meat, or earthworms. The bait will automatically be used from your inventory as your attempt to fish.

New

  • Added a new random quest requirement to challenge mode — discover buried treasures. You will spawn with treasure maps.

Improvements

Dismantle Preview

  • Added the amount of items you have out of how many you need in the dismantling tooltip.
  • Polished the look of status effect tooltips.

Bug Fixes

  • Fixed the dismantle tooltip’s label being duplicated numerous times after dismantling an item.
  • Automatically fallback to WebGL1 if WebGL2 fails to compile shaders, which potentially fixes issues where some players were getting black screens while playing.
  • Fixed "{ARTICLE:exceptional specimen}" showing in the Notes dialog. (Thanks William!)
  • Fixed occasional “You cannot do that yet!” messages when moving while a map dialog is opened.
  • Fixed the items that would be used in dismantling not being highlighted.
  • Fixed tooltip flashing/layout shifting when turns/ticks pass.
  • Fixed rare desyncs for some actions that damaged items.
  • Fixed tattered map desyncs.
  • Fixed issues when loading the same mod locally and through the Steam Workshop.
  • Fixed the news menu showing duplicate “event” articles. (Thanks Amax!)
  • Fixed quick settings tooltips being on the right rather than based on the mouse position.
  • Fixed some instances of tooltip text displaying strangely, for tooltips that appear on the left side of your mouse.
  • Fixed not being able to use buttons on disabled mods.
  • Fixed new unlock highlights only showing in Challenge mode, the one place where they should not have shown.
  • Fixed a context menu showing when you dismiss multiple pinned notes at once. (Thanks Gra!)

Balance

  • Decreased magic chance on non-exceptional items and increased chance on exceptional items slightly.

Mods

Debug Tools

  • Fixed performance issues after sleeping. (Thanks Primed_ape!)

Wayward Major Update “Seafarer+” Released!

News Banner

It’s that time again! Time for a major Wayward update to be released into the wild. And into the wild, you shall go. A harsher wild this time around, one where you are not only surviving your bodily needs, but now also surviving the elements with the introduction of temperature in this update. Temperature is only a taste of what is to come as this update is one of the biggest ones we have ever released. A few notable changes include:

  • Added a new temperature system, along with three temperature-related status effects, a new “insulation” property for equipment and containers, and more!
  • Added a new “Mastercrafted” item quality, only obtained through high-skill and efficacy crafting.
  • Treasure hunting has been completely redesigned.
  • Added tin ore, a lightweight but very soft and low durability metal that can be used in blunt-only weaponry, tools, armor, or mixed with copper to create bronze.
  • Added the powerful bronze metal, an alloy crafted with copper and tin and to be used in late-game weaponry, tools and armor. Iron can still outclass bronze in certain regards relating to blunt resistances and blunt-based tools.
  • Added tool use properties/values (and quality bonuses) for reinforce, start fire, repair, carve, dig, gather, rest, and more. Learn more about this by inspecting items to see their action information.
  • Magical item properties (previously called legendaries) are no longer tied to a certain quality and can exist on multiple quality types now and are no longer restricted to a single property per item.
  • Added lots of new content to ice cap biomes including new wall/floor types (ice/snow), items, equipment, creatures, plants, and more!
  • Added multiple new creatures, some with unique mechanics and items.
  • Added in attack animations for each damage type.

To help celebrate the release, Wayward is -20% off for the next 7 days.

Less talk, more video:

The original plan with this release was to further what we brought forth with the original “Seafarer” update, but to include even more of our lofty goals and deep systems to improve the “feeling” of these new island types. Those island types being of the new ice cap and arid biomes, now each with their own set of temperature challenges. Even with everything here, we still have more we want to do. So stay tuned!

On with the gigantic changelog:

Read more…

Wayward Newsletter #9

Hey all,

While we are still working away on beta 2.10, “Seafarer+”, our next major release, I thought I would share a bit of what we are working on while new players enjoy the deal going on right now of -25% off Wayward on Steam for the next few days. Enjoy!

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


Item Qualities, Magical Properties, and Mastercrafted items

There is a new item quality system implemented which reduces some of the confusion in the previous system in terms of colors and naming, which have both been redone. This new system decouples the old legendary item system that only allowed for a single magical property to be included on legendary quality items. Now, any item can have magical properties, and sometimes even multiple properties. The amount is still tied to the item’s quality, but no longer specifically tied to legendary items, which have now been renamed to “exceptional”.

Item Qualities

There is, however; a new maximum tier quality, called “Mastercrafted”; only possible to obtain through high efficacy crafting with decent skills. These items are super durable, have a huge impact on skills/actions used by them, and can feature up to four magical properties per item.

Mastercrafted Helmet

Mastercrafted Chest


Treasure Hunting & Maps

Treasure hunting and maps have had a complete overhaul. The mapping system now looks a lot more thematic and hand-drawn, improving the aesthetic substantially. The treasure maps can also be reversed and rotated, increasing their difficulty and improving the gameplay portion of finding the locations. We plan to improve this new gameplay feature by expanding the treasure hunting system to include riddles and hints as well. Oh ya, and there’s even a chance a map can feature more than one treasure now! Preview this new system in the video below.

Maps will now fade and deteriorate like before, but now look a whole lot spiffier when doing so.

Tattered Map Durability


Action Tiers & Item Inspection

As hinted at above, items will now vary in effectiveness when used in certain actions or skills. For example, a fishing net will be better at catching fish than a fishing pole (among other benefits). This effect is furthered by the item quality as well. Here’s a look at this system including a sneak peek at the new item inspection mode which will reveal even more information on each item.

Item Inspect Tooltip

Item Inspect Tooltip

Item Inspect Tooltip


Animations & Notifiers

We have teased the new attack animations a bit, but there is also a bunch of new notifiers available; those icons that pop-up over your character, that now show over creatures in certain instances as well.

Every attack damage type has a unique animation, including traps that animate over the creature or player. Ranged items like throwing, slings, and bows will now animate the ammunition along its trajectory. There are new pop-up notifiers showing creatures becoming tame or untamed, status effects to your player (like getting poisoned or burned), items close to breaking or destroyed when crafting or on use, water ready to drink on water stills, and more!

The purpose of all this is to provide more visual feedback to the player without the need for reading through your messages with each action. This video showcases most of these new additions.


Tin and Bronze

What’s the point of copper without bronze? Well, with the addition of tin, bronze is now obtainable! This new maximum tier metal is better than iron in most ways; however, has less durability and is a lower tier in some specific cases; so both materials still have their individual uses. Tin will now take all the hate from copper going forward!

New Armor


Melting & Temperature

We already talked a bit about the new temperature system in our last newsletter, but we are furthering this system by allowing things to melt or decay faster or slower depending on the temperature. For example, snow tiles too close to raging fires, or raw meat in a hot backpack.

This example video is a sped up a bit just so you can see tiles melting and turning into puddles. If there is enough water on a tile, it will convert itself to a pool of shallow water. We also see at the beginning that apples decay slower while in the colder climate of the ice cap, and even slower while in a chest.


New Timeline

We bite off a bit more than we could chew here with everything, and as a result, we will be delaying this release a bit until we get everything polished. It will be no doubt one of our biggest single releases to date. That being said, if you are interested in any of the above, all of  it is playable and more in the development branch and we are already gathering feedback from players as we make the changes.

Stay tuned for more!