Beta 2.6.1 Released

Hey all, we are just delivering a small patch tonight to address some of the beta 2.6 launch issues as well as a few improvements thrown in. We fixed up some major performance issues as well as corrected some pretty big multiplayer bugs.

Thank you all for testing and delivering feedback while we correct the problems. There’s still some work to do, so stay tuned for some more minor patches!

Bug Fixes

  • Fixed some performance issues on lower end machines as well as many macOS machines (you wouldn’t believe what the cause was).
  • Fixed walk to tile not moving correctly in cases of high latency in multiplayer games. (Thanks Amax!)
  • Fixed auto harvest still working when both hands are disabled. (Thanks Adrien S. Enzo!)
  • Fixed an issue where multiplayer games could increase too large in size due to saved messages, causing players to no longer to be able to connect afterwards.
  • Fixed dedicated servers not starting properly when single quotes were present in the name. (Thanks Theodis!)
  • Fixed the player count command counting the server in dedicated servers. (Thanks Theodis!)
  • Fixed an error that happened when trying to feed/tame previously tamed creatures (from an upgraded save). (Thanks Cort Gdard!)
  • Fixed absent players on upgraded server saves receiving 0 in all stats. (Thanks Theodis!)

New

  • Added viewing/sending message support to the dedicated server menu.

Improvements

  • Merchants will now face you when trading with them.
  • Increased the volume of creature movement/taming sound effects.

Balance

  • Increased the chance for sharks to despawn when out of view and range from them.
  • Feathers are now considered tinder and can be used to stoke fires.
  • Decreased the odds of chickens and harpies dropping feathers.

Mods

TARS

  • TARS will now use move to tile path previews for movement display (instead of particle effects).

Wayward Beta 2.6 “Mercantile” Released

Beta 2.6 Banner

Beta 2.6 “Mercantile” was built with late-game in mind. The addition of trading with wandering merchants (NPCs), new legendary items and old educational scrolls opens the door for a lot of possibilities and added progression. Metal items have also been reworked to be much more worth it and rewarding over early tiers of crafts. Especially in the case of copper, where it is now work hardened/cold worked, giving it a unique use case over iron which still needs to be forged with fire.

As always though, it’s important to grow and help the new players out there getting into Wayward. Which is why we also spent a lot of time focusing on early balancing and making the game a bit easier to get into. Things like completely redoing the help and hint system (now notes), extending the Starter Quest to include more early game problem solving, disabling auto gather by default (no more bloody hands!), and nerfing some early game baddies should help address many of the complaints from new players.

Those newer players also having issues with low item durability (possibly before they figure out the item quality system) should also have a better time increasing durability with the addition of animal glue, making reinforcing much more accessible. And those weight/inventory comments? With the inclusion of being able to craft from adjacent chests, this should help reduce some of the tedium of item management and help new players unlock even more recipes early on.

What about multiplayer? Well, with the new “move to tile” feature, movement should be a lot smoother and more consistent, especially for players that are far apart geologically. We have also fixed up all those lost chat messages by adding in message filtering, allowing players to view just chat messages instead of game and chat messages mixed together. This can also be customized to filter all types of messages in the game.

We aren’t done with the early or late game. As always, we constantly need to be tweaking and improving these things as new content and systems get added. Of course, this is just a small tease of some of the new things in the game. For more information, take a gander at the video and wall of text below!

Read more…

Wayward Newsletter #5

Wayward Newsletter #5

Wayward Birthday

Today marks the 2nd year of Wayward being available on Steam. We’ve been calling April 22nd the “Wayward Birthday” for this reason, and because of this fact, we are doing a 20% discount on Wayward today on Steam along with an extension to our “Content Contest“. More details down below!

As always, thanks for coming along for the ride with us as we continue our wayward journey.

Beta 2.6 Plans

We have heard you loud and clear! After multiplayer, the biggest wish for most players has historically been “NPCs”. With beta 2.6, we are making that wish a reality, starting with NPCs (non-player characters) that you can barter and trade with. If you are particularly malevolent, you can also choose to battle and fight them for their goods. As always, we’ll expand on this system going forward to add new gameplay options for them in the future.

To go along with the trading, we also expanded our legendary system, opening up the ability for any item to be legendary with unique new properties, including reduced item weight, bonus stats, extra damage/defense, increased worth, and more!

Another long-requested feature is the ability to use adjacent containers (chests) for crafting. This is something we are working on for beta 2.6 as well!

Of course, I can’t spoil and talk about everything we’ve added and changed so far, but we’re already well over 100 improvements, bug fixes, additions, and balance changes for beta 2.6. Stay tuned for more reveals.

Read more…

Content Contest Showcase & Winners

The following is a listing for all the submissions and winners for the Content Contest. Thanks to all who entered!


Vossk shows us how to not battle the kraken in comic form:

Vossk's Wayward Comic

This submission won first place!


Warrior of Ruin presents a common Wayward story:

Warrior of Ruin's Comic

This submission won second place!


Syntria tries her hand at capturing the majestic afro hairstyle:

Syntria's Fan Art

Then later, capturing Wayward in it’s true provocative-anime form:

Syntria's Anime Sketch

This submission won third place!


Adrien S. Enzo tries his hand at spriting some creatures, items, and other things:

Tree CrawlerAncient Ancients Real Lava LampBanshee HeadManta Ray Adrien S. Enzo's Iron Garden Scythe Adrien S. Enzo's Orb of Influence Adrien S. Enzo's Iron Lamp Adrien S. Enzo's Turkey Dinner

Then later shared with us a splendid Wayward meme:

Adrien S. Enzo's Meme

This submission won fourth place!

*\(o_O)/* showcases a quite meticulously constructed garden and storage warehouse:

*\(o_O)/*'s Base
*\(o_O)/*'s Base

This submission won fifth place!


Valdig shows off a hefty multiplayer base:

Valdig's Multiplayer Base


Giovanni goes old-school and becomes a true cartographer and stitches his world map together:

Giovanni's World Map


Firelion spams us with a batch of fresh Wayward memes:

Firelion's Rohan Meme

Firelion's Sasuke Meme

Firelion's Meme


Zazyman shows us the importance of a healthy diet of… just pineapples.

Zazyman's Pineapple Farm


Dead Man Drifting shows off an epic abode:

Dead Man Drifting's Base


Tomasz shows us his favorite item:

Tomasz's Favorite Item

Content Contest

Content Contest

THIS CONTEST IS NOW OVER.

Submissions and winners are showcases here: http://www.unlok.ca/wayward/content-contest-submissions/


Hey all!

It’s time to get creative and/or share your Wayward experience! Submit either a screenshot (from in-game) or piece of artwork inspired by Wayward. There’s no restrictions and it could even be a video if you feel so inclined.

Some ideas: a screenshot of your in-game village or base, a concept sketch for a new creature, a spritesheet with your own new item ideas, a rendering of your in-game character, or a meme comic pointing out a “just wayward things” moment. It’s really up to you!

Winners will receive:

First place: $40 Steam Gift Card + Wayward Steam Key
Second place: $20 Steam Gift Card + Wayward Steam Key
Third/fourth/fifth place: Wayward Steam Key

Update: We’ll also be giving away a couple bonus Wayward keys randomized among all those who entered for an extra incentive.

Simply direct message me on Discord (Drathy#0001) with your submissions or submit via email at contact@unlok.ca. Feel free to also share it on social media or on our Discord.

We’ll set up a showcase of all the submissions in about a week and choose winners sometime after. This is our first legit “contest”, so if it’s successful, we’ll plan on adding bigger and better prizes for future giveaways.

Have fun!

Beta 2.5.7 Released

It’s the major update that just keeps on giving! We are releasing yet another minor patch for 2.5.x to address some issues and tweak a few areas of the game. This release will fix up the container opening issue that multiple players have reported and hopefully correct some hardware compatibility issues.

We are still on the hunt for an options menu freeze as reported here and here. Please report your findings! We are still also tracking some issues with hardware compatibility. Even with an update to Electron, there seems to be still some with the dreaded “Lost GL Context” issue. We again will have to wait for updates upstream to correct this issue. There’s still hope as mentioned previous through the browser solution if you are okay with that. More information on that available here: http://steamcommunity.com/app/379210/discussions/0/27623709432022338

Improvements

  • Length of rest/sleep is now negatively impacted when resting/sleeping on snow, shallow water, cooling lava, and swamp tiles.
  • Disabled some creatures from being able to “stumble” where it would not make sense. (Thanks Amax!)
  • You can no longer attempt to rest/sleep on lava or cave entrances.
  • Unknown items (items that were added from mods that are no longer loaded) will now have proper grammar usage of the “an” article.

Bug Fixes

  • Fixed an oversight that did not allow water levels to change when gathering from sea water tiles.
  • Removed auto container closing due to a item performance issue that results in lag, preventing container opening. (Thanks cff29546!)
  • Fixed an issue where no body of water was too big/deep to stop reduction of water levels when gathering water (should have been set at >= 50 connected tiles with bonuses for depth).
  • Fixed an issue where two hints happening one after another would pause the game indefinitely within real-time mode (until restart).
  • Fixed an oversight that resulted in binds being stuck when closing the Steam overlay while in-game. (Thanks STRIKER AWAKENING!)
  • Fixed a bug where the “Join Our Community” heading was grayed out within the about/news menu.
  • Fixed some sentence case/grammar issues.

Balance

  • Increased the default tick time/rate when playing multiplayer so creatures are a bit slower to attack/move. This can be changed at any time in the multiplayer menu.
  • Apple trees will now spawn with a variety of growth stages instead of only ripening on world generation.
  • Increased de-spawning rate slightly.
  • Harvesting or gathering from plants that cause status effects will now trigger those effects (poison ivy).
  • Increased chance of slime splitting slightly.

Modding

  • Added a GetAmbientColor hook.
  • Added a GetPlayerFieldOfViewRadius hook.
  • Added a GetTileLightLevel hook.

Technical

  • Updated Wayward to TypeScript 2.7.
  • Updated Wayward to Electron 1.8.2, improving performance and compatibility.

Mods

Troposphere

  • Improved naming/grammar of all items/doodads/tiles/actions.
  • Fixed an issue where rainbows or snowflakes did not spawn or drop and could not be used properly.

Debug Tools

  • Added a toggle lighting button.

Argus

  • Improved naming/grammar of items and actions.

Beta 2.5.6 Released

Well, it looks like we needed another 2.5.x release after all! In beta 2.5.6, we’ve addressed many issues and improved some player interaction like reducing item pick-up delay and increasing movement speed slightly among other things.

There’s still a few issues to solve (and some we are still waiting on to be fixed upstream as mentioned in the last update post), but it’s likely we’ll push those to 2.6.0 now.

We’ll keep updating the development branch nightly if you want to keep up to date with the more substantial changes that are likely to follow. We are going forward with the most requested feature, NPCs! But as always, the next major update will bring hundreds of other additions, changes, and improvements.

Note: Due to one bug fix, your custom binds for mods will need to be reset.

Improvements

New

Bug Fixes

Balance

Modding

Mods

Debug Tools

Beta 2.5.5 Released

This may be the end of the line for minor patches for beta 2.5, depending on if there are any game breaking issues discovered.

We are still waiting on a patch upstream to fix some of the hardware conflicts we are having in the game (corrupted rendering and/or losing GL context). Unfortunately it doesn’t look like it is progressing very quickly, so we’ll have to move on. That being said, we’ll update the development branch (which will be beta 2.5.6 or 2.6) as soon as it becomes available.

Apologies on this situation. Feel free to refund or use our browser solution if your hardware is not supported at this time and do not wish to wait.

A special thank you to all that reported bugs and issues this time around for beta 2.5. Many bugs would have been undiscovered without your help!

New

  • Added a “Move (All) to Facing Container” selection to the item menu to match the previous drop to container functionality.
  • Added multiplayer compatibility to the Starter Quest.

Improvements

  • Gathering will no longer result in a chance of 0 durability items placed on top of trees.
  • Added 11 new hotkeys and removed “Backspace” as the 13th hotkey, and instead added shift modifiers for hotkeys 13-24.
  • Improved the audio falloff so very distant sounds are no longer heard, making it easier to locate players in most instances.
  • The skeletal mage wand will now only attempt to teleport into open tiles (randomized). Previously it would fail if attempting to teleport into a blocked tile.
  • “Pick-up All” is now mentioned within the “Fast Pick-up” hint.
  • Renamed the “Milk” option to “Gather Milk”.

Bug Fixes

  • Fixed an issue where the game would endlessly attempt to sync when joining a multiplayer game through the Steam overlay. (Thanks Bruskedragon!)
  • Fixed an issue where players would stay connected to server indefinitely if they lost connection while playing (or their computer crashed). (Thanks blay.paul!)
  • Fixed save game mods importing themselves every time the title screen is shown.
  • Fixed a visual glitch that resulted in lit torches not showing the “ember” graphic when being placed down with under 200 decay. (Thanks the rift!)
  • Fixed a PVP-related multiplayer desync. (Thanks Kyun!)
  • Fixed tile events not having the proper sentence case in tooltips.
  • Fixed the “Pulchritudinous” milestone not triggering again when transmogrifying equipped items. (Thanks Maugrift!)
  • Fixed a bug where sliders (audio) could be interacted with while in-game when options were closed. (Thanks Snart!)
  • Corrected a couple grammar issues.

Balance

  • Reputation is no longer decreased when releasing tamed creatures. (Thanks Tribarrel!)
  • Decreased the chance of creatures breaking doodads/walls slightly.
  • Creatures will have a lower chance to wake players up from 2 tiles away.
  • Decreased the chance of waking up from wall/doodad breakage from further away.
  • Added a chance to remove a full water tile (even non-shallow water tiles) when drinking/gathering water (based on amount of connected water tiles).

Modding

  • Fixed some links that did not work within the modding guide.

Technical

  • Replaced game.getPlayerAtTile/Position with game.getPlayersAtTile/Position.

Beta 2.5.4 Released

This week has been all about bug fixing. We have a large batch of issues that we have corrected in this release, but still have a few more to go, as well as some improvements we’d like to see get in before we start on beta 2.6. So, a beta 2.5.5 is indeed planned for next weekend likely. Please keep reporting any issues you run into!

We are also aware of a couple issues related to hardware from some players that we cannot fix quite yet. We are waiting for an update upstream (Electron) to potentially patch out these issues. Apologies if you are one of the few that are experiencing these issues.

Enjoy!

Improvements

  • Palm leaves are now considered tinder.
  • You can now once again remove quickslotted items by dragging and dropping from your quickslots (like prior to beta 2.5).
  • Mods now refresh when closing the Steam Overlay anywhere in the main menu. The “load game” menu now reloads the save list when mods are refreshed.
  • The item list for containers now displays in the correct sentence case (for both inspect messages and tooltips).
  • Removed the visual notifier for decayed lit torches, and removed references to “unequipping” them on decay.

Bug Fixes

  • Fixed items breaking their quickslot assignment when they were automatically re-assigned when getting the item in your inventory again in multiplayer.
  • Fixed a bug that would result in hatching a chicken (and boiling the egg) when placing an egg on cooling lava. Yep. (Thanks holyshield!)
  • Fixed an issue where binds could get stuck pressed during an auto save.
  • Corrected a visual glitch when equipping the spyglass.
  • Fixed games not loading with custom skills (while skill window is set to auto open) after the mod has been disabled.
  • Fixed containers not closing on death. (Thanks blay.paul!)
  • Fixed the auto save screen not staying up until the save had completed.
  • Fixed quick moving items (using the new bind) facing you into a certain direction.
  • Fixed an issue where using “Continue Game” did not warn about any missing mods you may have.
  • Fixed a bug that did not allow save game mods to be imported unless you loaded a game and then went back to the main menu.
  • Fixed multiple binds appearing as “OR bind OR bind”
  • Fixed audio fading in/out not being implemented correctly (leading to abrupt music stopping/starting) for some players in some instances.
  • Fixed a bug where hovering over a skill or milestone would flash and show “N/A” when passing a turn. (Thanks Amax!)
  • Fixed inspect messages showing incorrect sentence cases doodads, creatures, and tile events.
  • Fixed incorrect pluralization on some items including “Pile of Sands”. (Thanks the rift!)
  • Fixed a bug that resulted in lit doodads staying embers forever among other oddities. (Thanks MadMarcAgain!)
  • Fixed a visual glitch when gathering treasure on top of a cave entrance. (Thanks Tevervin!)
  • Fixed some grammar/wording issues within the Starter Quest.
  • Fixed various glitches when using actions by the world’s edge.
  • Fixed incorrect graphics being visible when planting seeds on the world’s edge. (Thanks blay.paul!)
  • Fixed some grammar issues with damage types in combat messages.
  • Fixed recipes not unlocking if one of the components was quickslotted/equipped and protected crafting items was enabled. (Thanks DarkAcheron!)
  • Fixed rare instances of templates (walls/doors) appearing over cave entrances on world generation. (Thanks holyshield!)
  • Fixed the Starter Quest mod always showing as disabled when loading save games with it enabled. (Thanks Megan!)

Balance

  • Creatures can no longer become tamed with items that are not crafted by players (if the item can be crafted), fixing Hobgoblins being tame from their own traps. (Thanks jopi!)

Modding

  • Added a registerPacket method to BaseMod that allow mods to easily add new packets.

Mods

Developer Tools

  • Fixed grasp and deliberate pick-up actions not working when noclipping.

Technical

  • Fixed spawn coordinates not saving the “z” value on game reload. (Thanks Amax!)

Beta 2.5.3 Released

January 7th, 2018 update: We have hotfixed an issue where some players were getting black screens upon game launch.

This weekend we have another patch full of balance tweaks, improvements, and bug fixes. We still have more minor patches in us; possibly a beta 2.5.4 and 2.5.5 based on our list of issues still remaining.

One of the bigger changes has to due with multiplayer, where we have added in a fallback to support a larger variety of networking scenarios. Our previous solution (using WebRTC) found some players not able to join games due to unknown networking issues. Multiplayer will now fallback to WebSockets when a connection can’t be made with WebRTC. Hats off to Spacetech for his work on this, and Maune/blokzeil1/Woutersparre/jopi from Discord for helping us test the changes!

We also have a large batch of balance and improvements; smoothing out the new player experience. On a technical level, we also added some more compatibility options for players having trouble with WebGL 2 (GL context issues), and UI scaling. You can now find two new properties within the launch_options.json:

webGlVersion: 2,
zoomFactor: 1,

Players can now set the webGlVersion to 1 to force WebGL 1 to be loaded. zoomFactor can be changed to integer or decimal, such as 0.75, 1.25, 2, etc. to force UI scaling in-game (since interface scale in options is enable to effect in-game currently).

Speaking of multiplayer, make sure to check out a new multiplayer group that popped up if you are looking for people to play with: http://steamcommunity.com/groups/waywardwayfarers or come hang out in the #multiplayer channel on our Discord: https://discord.gg/wayward

If you want to vote on or suggest the next new big changes in this hobby project of ours, make sure to check out the Beta 2.6+ Wishlist thread: http://steamcommunity.com/app/379210/discussions/0/1620599015907067930/ or the poll: https://poll.ly/#/PXpmR1ZZ

Improvements

  • Single walls now show as full walls instead of as a post and improved tile-mapping for horizontal walling, closing large gaps when not connected to other walls.
  • All torch stands will now have unique graphics and proper weights/light levels that match their wooden pole/bark torch/animal fat torch counterparts.
  • Paddling (using the raft) will now check if there is water in front of you (and move you if so) instead of requiring you to be in water (potentially dousing torches).
  • Added an “Open Logs Folder” button to the developer section in options.
  • Collector and Explorer milestones no longer trigger for modded items.

Balance

  • Length of fire is now doubled across all sources.
  • Vampire bats and zombies will now be scared during daytime (while outside of caves).
  • Hostile creatures may now lose interest in attacking for a short time after killing an enemy/player.
  • Production of ash has been decreased slightly on lit doodads and torches.
  • Starting fire with lit torches now has a much higher success rate over other fire starting devices.
  • Pemmican will now reduce more thirst (-2 to -3); however, prepared pemmican will reduce less thirst (-2 to -1).
  • Trap door spiders will now be revealed when attacking them (even when missing).

Technical

  • The game now becomes paused when the game’s GL context is lost (for whatever reason).
  • Re-implemented “zoomFactor” within launch_options.json so players can enable UI scaling in-game as a workaround, since the new interface scale doesn’t effect in-game UI.
  • Added option to force WebGL 1/2 in launch_options.json.
  • Networking has been rewritten to allow a fallback to WebSockets in the case where WebRTC fails to connect for some players. This is done through port 38740.

New

  • Added a new clay house to desert template spawns.

Bug Fixes

  • Fixed an issue where you could still try to quickslot items with a full quickslot bar, causing multiple issues. (Thanks jc_rabbit!)
  • Fixed a bug where you could not move the exact weight limit of items to a container using the “move all” selection. (Thanks Stungun!)
  • Fixed “Join Game” not showing the character select screen when used while the game is not running.
  • Fixed quickslots becoming stuck performing actions while holding them down when a hint or confirmation screen came up.
  • Fixed an issue where restoring GL context for WebGL 1 was not working correctly. (Thanks Tuche!)
  • Fixed unknown items (from unloaded mods) from not showing up in tooltips.
  • Fixed the multiplayer button in the pause menu sometimes not appearing.
  • Fixed the idle bind becoming stuck idling while holding it down when a hint or confirmation screen came up.
  • Fixed a weight issue with message in a bottles weighing more when unpacked (depending on item given). (Thanks mikehail!)
  • Fixed an issue where you could potentially corrupt save games by clicking while loading after using the “Reload and Continue Game” to load games multiple times.
  • Corrected some grammar issues.

Modding

  • Fixed several language bugs including interrupt choices and doodad quality not being translatable. (Thanks holyshield!)
  • Updated some outdated references in the modding guide. (Thanks ninjanomnom!)
  • Updated the Hello World mod and modding guide with the changes presented in beta 2.5.

Mods

Developer Tools

  • You can now set your weight bonus (increase/decrease weight capacity without modifying strength).
  • Added a “Reset WebGL” button.

Pirate Language

  • Fixed the language appearing as “English”.