Major Update “Runekeeper” Released

Runekeeper

Welcome to “Runekeeper”, the biggest update to date!

If you have been following along through the updates and newsletters, you will know that through many iterations and scraped ideas, we finally have a replacement for reputation: creature territories. Creatures and difficulty will increase as you move out into different parts of the island or travel to new ones. You can also modify this system slightly using a new mechanic involving runes and deities (there’s a mini spoiler in the new trailer below). Be free, and play however you want now without having to worry about managing your reputation! Share your thoughts on this new system or on any of the other changes we put out this time around. It’s a big one!

We also have a new trailer for 2024/2025 (it’s close enough, right?).


Some stand-out features this time around include:

Creatures now have simplistic “territories” — creatures near your spawn point are now easier than creatures far away, and creatures will stay in their original areas more often.

Creature Territories

You have attracted the attention of multiple unknown forces — deities. As you survive and make decisions, these deities will award you with tokens in their likeness. Invoke them, and in turn, receive their blessing.

Runes

You can now “stack” and “unstack” like items. Item stacks display as if they are the first item in the stack (respecting your sort), with a quantity of how many total items are in the stack. You can press “ctrl” to temporarily expand the stack your mouse is over.

Stacking

Added wheelbarrows, allowing you to push and pull additional storage.

Wheelbarrow

Added armor stands, allowing you to store armor and weapon sets visually with the ability to quick-swap certain builds.

Armor Stands

You can now right-click on any visible location to perform actions there, your character will automatically walk to wherever they need to.

Path Actions

Added a new action bar that gets filled with context menu action history as you play.

Action History

Merchant trading has been redesigned.

Merchant Trading

The full novel changelog can be read through below:

New

  • Creatures now have simplistic “territories” — creatures near your spawn point are now easier than creatures far away, and creatures will stay in their original areas more often.
  • You have attracted the attention of multiple unknown forces — deities. As you survive and make decisions, these deities will award you with tokens in their likeness. Invoke them, and in turn, receive their blessing.
  • You can now “stack” and “unstack” like items. Item stacks display as if they are the first item in the stack (respecting your sort), with a quantity of how many total items are in the stack. You can press “ctrl” to temporarily expand the stack your mouse is over.
  • Added wheelbarrows, allowing you to push and pull additional storage.
  • Added armor stands, allowing you to store armor and weapon sets visually with the ability to quick-swap certain builds.
  • You can now right-click on any visible location to perform actions there, your character will automatically walk to wherever they need to.
  • Added a new action bar that gets filled with context menu action history as you play.
  • Merchant trading has been redesigned.
  • The stats layout has been reworked, associating status effects with their related stats and providing stat names.
  • Added primitive musical instruments that can be used to command multiple creatures at a time.
  • Added a tamed status icon above tamed creatures.
  • There is now a visual on the depth when digging.
  • Added a new option to make action slots be used on the tile you’re mousing over.
  • Status effect iconography has been redesigned, allowing players to more easily know at a glance how threatening a new effect is.
  • The actions drawer now supports selecting a specific item type from a list of all discovered item types, and selecting a range of qualities.
  • Added “Thaumaturgic”, a new milestone and modifier for finding every type of magical property.
  • All containers now have a “dump contents” action.
  • Added bindings for toggling whether individual static UI components are visible (like the action bar, messages, etc.) These bindings are not set by default.
  • Added animal cartilage, and new food recipes/food preservation through the use of gelatin crafted from cartilage or shark fins.
  • Ice and puddles (on certain terrain) are now slippery and will cause slippery movement for players (with certain footwear) and some creatures, more so if jumped upon.
  • Added a binding for toggling whether all auto-use action slots are enabled.
  • Added conifer resins, pitch, and glue for use in new recipes and reinforcing.
  • Added a new magical property “persistence” which increases max item durability far beyond normal means among other bonuses.
  • Magical Binding now has a new action and use involving attack and defense bonuses.
  • Added the Afflicted and Exsanguinated milestones.
  • You can now set an action slot to “Use Hovered Item”, allowing you to set up slots to quickly use actions on hovered items.
  • Status effect tooltips have been completely redesigned, providing more information and presenting it more clearly.
  • Added a new “shadowy” creature.
  • Added a permanent notifier for when creatures are alerted, red exclamation point for hostile, yellow for scared.
  • You can now set maxed skills as your in-game title.
  • Added a “heel” or “follow, but don’t attack” command for tamed creatures.
  • Ranged actions can now be used at any angle.
  • All container dialogs throughout the game (your inventory, held containers, container doodads, vehicles, NPCs) have been ported to the new UI system, fixing some longstanding issues and improving performance.
  • All stats are now inspectable, providing general information on how the stat works, along with new information such as their related core stat and the skills you can use to improve them.
  • Added a new stat “potency” equipped magical property that increases the bonuses that items provide when used.
  • Added a new milestone & modifier “Statistician” for discovering the stats that each skill can raise.
  • Added a new custom game option for disabling scared creature mechanics.
  • Added a new type of skeleton with unique item drops that can appear from skeletal remains based on the current zone/tier.
  • Added crucibles, a new device for smelting ores.
  • Added a bindable to “Toggle Tooltips Visible”, with no bindings by default. (Thanks Hiran!)
  • Added the “Runekeeper” milestone and modifier.
  • Added luck, a new stat affecting chances. There are not many places where luck currently takes effect, nor many things that modify luck — this will be expanded on later.
  • There is a new custom creature spawn rate multiplier option that will allow you to scale the rate at which creatures spawn including disabling it altogether.
  • Added a custom game option to enable viewing container dialogs for the items on the tile you’re facing.
  • Added an audio cue when encumbered or overburdened.
  • Added sandstone arrows and arrowheads.
  • The chance to craft mastercrafted items is now revealed at 100% skill.
  • Added a “Skip Quest” button to the Starter Quest.
  • The skills dialog now displays skill icons & can be resized to display multiple columns.
  • Added a rare, secret challenge modifier.
  • Added eggshells (for chicken and penguin eggs), a new form of compost.
  • Added a challenge modifier for starting at sunset.
  • Added a new challenge modifier “Cursed!”
  • There are now modifiers in challenge mode for spawning in other biomes.
  • Added a multiplayer option to pause the server when desync occurs.
  • Added a Steam beta dropdown to developer options.
  • Added a setting to disable item notifiers.
  • Added stripped leather, a new high-tier cordage.
  • Each island now progresses or “ticks” independently.
  • Minecarts can now push other minecarts. The faster the tier of minecart, the more minecarts can be pushed.
  • Added an automatically updating notice when launching the development branch of the game.
  • Added several new sound effect variations around inventory management.
  • Added a new milestone, “Curator” for discovering every item quality.
  • Added the “Dedicated” milestone and milestone modifier, allowing players to set one that raises faster than all others, while the rest raise very slowly.
  • Added "gamemoderun" support.
  • Added OLED burn-in protection for HUD/UI elements.
  • Added a new help article about “Item Protection”.
  • Added two new milestones and modifiers to do with creature spawn rates.
  • The “Move All” and “Move All of Quality” actions can now be bound to the action bar.
  • Added notifiers when dual-wielding is enabled/disabled.
  • Added fish bones and glue.
  • You can now drag actions from context menus to the action bar.
  • Added two new books.
  • Added aberrant versions of all fish.

Improvements

  • Tamed creatures now smartly follow you through cave entrances.
  • The “Path to Tile: Preview” bindable has been removed in favor of it working automatically based on the modifiers of the “Path to Tile” bindable. IE, if you have “Path to Tile” set to “Shift + Click”, it will automatically show the path preview on “Shift.”
  • Doodads used in crafts can now receive the “Aptitude” magical property.
  • The “Grab All” button has been changed to a “Move All” button on all dialogs, transferring to the current quick-move target.
  • The “Best for Crafting” sort is now more accurately calculated to include “Aptitude” items. (Thanks Andrej27!)
  • There is now a chance for looted bags/backpacks to contain some items.
  • Each item will now have an associated skill (or skills) so that actions taken upon it (like refining) will use a more closely related skill. (Thanks DragonOvLeaves!)
  • Players will no longer be woken up from rest/sleep if the player around them can’t actually get to them.
  • Added a visual for “over-fished” tiles.
  • The default control for idle is now “.” and “Spacebar” now opens the action menu for the facing tile. (Thanks muzzy!)
  • The default bind for toggling auto-use on an action slot has been changed to CTRL + Space instead of just ALT (to prevent accidental hover inputs).
  • Reworked trapdoor spider AI. They are no longer hidden by default, instead choosing locations to hide in. They no longer move while hidden, and will sometimes come out of hiding to go somewhere else.
  • Civilization score is now done per zone in addition to the whole island, impacting the creature spawning of individual areas in the island.
  • Reimplemented the “Uses:” list for item tooltips, reducing noise and improving visual consistency.
  • Fire now has a chance to produce particle effects when damaging doodads or items.
  • “Reference links” in the game’s text, such as the hoverable links to items, creatures, doodads, skills, etc, now display a new “help” cursor to indicate that they are clickable for more information.
  • Random creature movement has been reworked to feel less random and more like creatures deciding to move to specific places.
  • You can now see the stack of tiles when inspecting them.
  • Attack stats in tooltips now display values for main-hand and off-hand use. (Thanks Andrej27!)
  • Renamed all “Toggle X” actions to “X or Y”, for example, “Toggle Container” is now “Open or Close Container.”
  • Individual stats are now discovered for new players as they progress through the game.
  • You can now disable the warning when attempting to gather from plants with no resources. (Thanks Hiran!)
  • You can now disable the game playing audio in the background. (Thanks Kowalth!)
  • The item that an action slot will use is now displayed on the action slot. Action slots set to use the “best item” show a star above the action.
  • Spawned creatures from items will now have some despawn protection. (Thanks DragonOvLeaves!)
  • The Steam overlay is now more consistently implemented and will no longer report itself working in some cases where it did not.
  • The various “Drop on Action” gameplay settings now support the “Drop into Containers” option.
  • Tamed creatures now move around less when near the player/not busy with another task.
  • Deep holes will allow water to be routed 100% of the time.
  • Players with high taming skills can see the exact turn count when creatures untame at.
  • You can now see how many times you’ve tamed or petted a tamed creature.
  • All previous mechanics involving reputation (such as claw worm spawning, treasure chest creature difficulty, and creature spawning in general) are now based on the zone’s tier you are in.
  • Tooltip headers have been redesigned to improve consistency and user experience between them.
  • The “Range” and “Attack” that are specified in tooltips for weapons/tools will now update dynamically based on skill.
  • When two items have the same effective tier for an action, instead of choosing the one of higher quality as the “best” item, the game now chooses the item with the higher base action tier (ie, the action tier when the item is normal quality), due to the base being higher implying that the item is better suited for the action. (Thanks riftborn!)
  • Stat gain messages now display the skill that caused them to raise.
  • The Doctor milestone modifier has been reworked into something a bit more interesting.
  • When a creature is regenerating or healing from a damage type and they are already at maximum health, it will now show a +0 (instead of -0).
  • There are now actions for moving the contents of containers (in both doodad & item form) between containers and to your inventory.
  • Petting will now also increase the creature’s maximum health (to a much lesser extent than re-taming/offering).
  • Shippers will now spawn closer to lit lighthouses.
  • Drawn maps are no longer stocked on merchants. (Thanks Dewred!)
  • The Doctor milestone has been reworked to now be a discovery milestone and requires discovering all possible cures. Its information is displayed in status tooltips.
  • Added a dedicated, toggleable option for “Disable Modifier Unlock Requirements” that is not locked behind Developer Mode, so players that don’t want content locked behind milestones don’t have to use a developer option to mark them all as completed.
  • Lava is now lit with a darker shade of orange/red.
  • Resting or sleeping will no longer reset hunger/thirst timers so they immediately tick down after one turn while resting/sleeping.
  • Added an option to disable the quit confirmation in cases where save data would not be lost.
  • Dismantling hide now uses the “Leatherworking” skill instead of “Tailoring”.
  • Tweaked and made consistent the color of bone items.
  • Added an animation to the “till” and “pack ground” actions. (Thanks riftborn!)
  • Dripstones and stills now have variable turns taken for desalination based on type.
  • Multiplayer “Error code 2” now reveals the issue and potential fix for the user and/or server admin.
  • The snow scarecrow will now leave behind non-meltable items when melted.
  • When an item with a colored border (ie, by quality or by it nearly being destroyed or decayed) is highlighted, the border now is a brighter version of the normal color. (Thanks muzzy!)
  • Fishing a tile that cannot support any fish or items will now say so (instead of saying overfished).
  • Gathering no longer automatically picks up items.
  • Mud is now spawned around swamps and will be located under swamp tiles when dug.
  • Trapdoor spiders and claw worms now produce holes when revealed or spawned.
  • Protection now persists through building and picking up items, for example, building a sailboat, riding it, and then picking it back up.
  • Discovering an item of a new quality now displays a celebratory message.
  • Items of undiscovered qualities on the ground now appear as the closest discovered quality instead of a “?”
  • When tiles are referenced in messages/tooltips, they will now show their quality, magical status, renamed names and more.
  • The “Replay” button will now reset turn modes and multiplayer options.
  • Added tooltips for all buttons on the action bar.
  • Menu sections are now highlighted when scrolled to via a section button.
  • Damage notifier icons are now shown on heavily damaged items when thrown or fired on the tile instead of above the player.
  • Dripstones and stills now show a purification counter in their tooltip.
  • Rewrote the “not suitable to plant” message so that it makes sense when trying to plant a coconut. (Thanks Shim Panzé!)
  • Equipped lit torches now provide heat.
  • Swapping positions with creatures no longer causes an extra delay.
  • Reduced the chance of merchants saying they had new stock after they already equipped or consumed it.
  • Creatures will now keep a total of how many pets they have received which will impact (in addition to times tamed) command unlocks, taming chances, and more.
  • Added a new “leaves” group which goats will now accept.
  • “Drop All” and “Move All” action slot actions now use what is filtered in the player’s inventory.
  • Move/drop all binds and actions no longer move/drop equipped items.
  • To help the user experience working through a quest line, “Next Quest:” buttons are now pinned to messages, ensuring that the player views the quest text as their pinned quest requirements update.
  • The same item(s) can be traded back and forth several times between a merchant and a player at a cost penalty.
  • Organic tiles will now always provide static resources when dug to better conform with doodads/plant resources. (Thanks DanekJovax!)
  • Protected items that can’t be used in crafting and dismantling will no longer be counted in the crafting/dismantle tooltip. (Thanks Feral Grumpicorn!)
  • Changed some default action binds away from WASD keys, for example, Dismantle and Disassemble which caused many accidental actions.
  • Multiple random items sourced from the same milestone modifier or challenge modifier into the same container are no longer duplicates.
  • Some items are now excluded for random item milestone modifiers.
  • Added a “Days” or “Nights” counter to the ferocity tooltip/inspection.
  • The message log now supports infinite scroll, loading additional messages as necessary.
  • The message log no longer forcibly keeps you at the latest message if you’re trying to look at earlier messages. Scrolling back down to the latest message locks the scroll there again.
  • The message log has been reimplemented for performance.
  • Action slots no longer automatically switch to “best item” until you attempt to use the slot a second time. (Thanks muzzy!)
  • Efficacy, success, quality chances and percentages are no longer shown when not meeting the requirements (as they were not accurate).
  • The “worth” magical property now has a greater range of values possible.
  • Magical doodads and bookcases that grant skill bonuses are now shown in the skill tooltips. (Thanks DanekJovax!)
  • Killing creatures via traps, tamed creatures, or fire now provides the correct loot quality bonuses. (Thanks Art Shrival!)
  • The “Hide Equipped Headgear” option now hides your equipped headgear for other players too (only if PVP is disabled.)
  • You can now cage untamed creatures which uses the trapping skill and the creature’s difficulty as a chance modifier.
  • Cages now have different action tiers based on type/quality.
  • Creatures now have an innate “worth” when caged to be used for trading and other purposes.
  • Fires will now be more visible on tiles that contain items. (Thanks DerSimon!)
  • Advancing island turns is now nearly instant at the cost of accuracy.
  • Grabbing or clicking on an item from a container no longer makes the container active, allowing you to use the item “quick-move” feature between containers.
  • Desktop users of Steam Deck will now be able to do normal desktop functions like toggling fullscreen mode and exporting local save files. (Thanks Geschrieben!)
  • “Swords” are now referred to as “short swords”.
  • “Leather Hide” is now just “Hide” and “Tanned Leather” is now just “Leather”.
  • Void now displays as a separate unique graphic in maps.
  • Health vignetting no longer shows in screenshot mode.
  • Being hit additional times while delayed no longer increases your delay further.
  • Added a message for when pouring water on a creature/player had no effect.
  • Puddles now provide audio/visual cues when stepped on.
  • “Enable Smooth Zooming” is now disabled when “Disable Movement Animations” is enabled.
  • Piles of rocks now use the “mine” action instead of “chop” as their tool-based gather action.
  • Container dialogs are no longer closed and reopened when changing state, such as when picking up a chest, or boarding/dismounting vehicles. The sort & sort direction now also persist between the states.
  • The optional smooth zoom animation is now curved, starting fast and slowing down near the end, to make it feel better to use.
  • Doodads that will be destroyed on pick-up will now warn you. (Thanks riftborn!)
  • Picking up any vehicle will now only damage them by 1 instead of their damage multiplier.
  • Improved support for slow multiplayer connections.
  • You can now use the mouse to organize all items of a type or quality within a single container.
  • You can now navigate backward and forward through your Inspect dialog inspection history.
  • You can now sort skills by “recent”.
  • The milestones dialog now displays milestone icons & can be resized to display multiple columns.
  • Added particle effects to crafting/dismantling/disassembling actions with colors based on the item.
  • NPCs will now prefer to attack their attacker instead of the nearest player.
  • “Animal Glue” is now “Bone Glue” and will only require bones instead of bones and offal.
  • The “Keep Sort Active” option has been replaced with simply persisting the selected sort in containers. When manually reordering items, the sort changes to display “Custom” instead of a sort, as no sort is active anymore.
  • The doodad version of “skill” magical properties will now have an “encircling” affix.
  • Doodads that block the line of sight will now illuminate their surrounding tiles properly when on fire. (Thanks muzzy!)
  • Some milestones are now hidden entirely until you complete previous milestones, to make the milestones dialog a bit less overwhelming. (IE Survivor reveals Weathered reveals Seasoned.)
  • New items were added to the challenge mode’s “get item” quests.
  • Options for the action bar are now accessible via a new button alongside the “+” and “-” buttons.
  • Improved the performance of displaying non-craftable items, and of dimming out irrelevant items in containers when one or more are highlighted.
  • Improved performance of tooltips.
  • Orb of Influence has been renamed to “Cracked Orb” to be used as a new magical component for unlocking the “alter” action.
  • The “active container” highlight is now a tab on the side of containers. You can click the tab to manually set the active container instead of using the container the game thinks is best.
  • The “open container” action now makes the container active if it’s already open.
  • “Copal” has been removed and replaced with “Hide Glue” with similar uses/efficacy.
  • Updated “A Powdery Catalog” book. (Thanks Feral Grumpicorn!)
  • When building or picking up containers, the container dialog now stays open.
  • The skills and milestones dialogs now save their sort options when reloading the game. (Thanks 柯箴之!)
  • The “days” shown on server details now are a cumulative total and average respectively across all islands.
  • NPCs can no longer spawn within the line of sight of a player.
  • “Dig With Hands” is no longer available on piles of rocks or other doodads. (Thanks muzzy!)
  • Changed the “Rest” action to auto-use only when you have the “tired” status effect.
  • “Gather With Hands” now has a description.
  • Trampling fire now produces messages for partial/failure events.
  • Equipment slots and action slots can now be inspected with the Inspect dialog.
  • The islands dialog now displays waves as decorations between the islands.
  • Updated the appearance of the weight tooltip.
  • You will now receive a warning when overwatering small plants. (Thanks Zeτα!)
  • Holding alt while slotting an item or action in the action bar now slots it with auto-use enabled.
  • Container weight is now revalidated on reload (for save compatibility). (Thanks Veeyu!)
  • NPCs will now attempt to move off of dangerous tiles.
  • The “dangerous” creature tier has been renamed to “vicious” to differentiate it from the “danger level” mechanic.
  • You can now sort milestones by “recent”.
  • Puddles now decay faster if walked on, but last a bit longer by default.
  • Action slots containing an item now highlight when the mouse is over the item in your inventory.
  • Useful item hover binds are now described in the inventory management help article.
  • Your carry & max weight are now displayed in your inventory dialog with a tooltip.
  • Updated some old references in the help articles.
  • You can now click on most tooltip links to open that tooltip in the “Inspect” dialog, rather than needing to press shift+right click in all cases.

Balance

  • Water container quality no longer provides use bonuses when drinking and can no longer receive the “Potency” magical property.
  • Invisible and mystery milestones will now display their name/description/progress after reaching 50% completion.
  • Removed the concept of “ingots” and replaced it with a “smelted” version of ore, reducing the amount of consumed materials needed to do metalworking.
  • Scarecrows will now disable creature spawning in their radius (instead of just a chance).
  • Smoothed out the range in which aberrant creature defense scales with player skills.
  • You can no longer pick up vehicles with items in them – this functionality is reserved for containers only.
  • Creature loot, creature resource quality, and treasure chest items have been increased per island distance, meaning you have to travel less far out to maximize rewards.
  • Old educational scrolls now have the potential to provide more skill.
  • Reduced the amount of food/water merchants will use, allowing them to keep more of their new/old stock.
  • Reduced the weight of limestone and limestone powder.
  • The “Collector” milestone now unlocks from just seeing items in containers in addition to collecting them in your inventory.
  • Increased the quality of items merchants stock.
  • Increased gem spawn rate and island maximums.
  • Golems are now exponentially more formidable based on type.
  • Ranged items now have an accuracy stat that determines the likelihood of hitting the intended target.
  • Tin armor no longer has vulnerability to cold damage.
  • Increased slime-splitting chances in the case where the slime was over its normal maximum health (more slime factory potential).
  • The crafter milestone modifier now quadruples item durability.
  • There is now a limit on how deep you can dig per tile and deep holes will block most movement and store more items when dropped.
  • Increased cold and blunt vulnerability on bronze armor.
  • Merchant and shipper spawning rules have been reworked so that the chance of additional NPCs is decreased for each additional NPC of that type already on the island. Additional flooring tiles also no longer increase the chance of them spawning besides what civilization score they provide. (Thanks Nameless!)
  • Higher-tier creature zones now contain better resources (plants/ores/etc.)
  • Ranged action skills (throwing, marksmanship, and fishing) are now also used to improve the accuracy of the action.
  • Creature versus creature fights will now have increased damage (reducing the chance of seeing full-zero damage fights).
  • Reduced the amount of empty tiles needed to produce a cave entrance so they aren’t as rare to dig.
  • Skeletons no longer attack immediately after animating.
  • Decreased the maximum amount of hours you can sleep for.
  • Using cages now costs durability. (Thanks riftborn!)
  • Reduced the quality durability bonus of mastercrafted items slightly.
  • Tactics now ramp up your attack accuracy a bit slower.
  • Tamed creatures will now have a higher chance of having “pity” points of damage.
  • There is now a tile stacking limit using the “Set Down” action.
  • Vehicles can no longer be used as containers when inside your inventory.
  • “Pacifier” and “Friendly” milestone modifiers now prefer land to spawn creatures on more than before.
  • Building, picking up doodads, and placing tiles no longer reduces stamina based on the “Mining” skill.
  • Slither suckers will now sometimes refuse to be unequipped.
  • Doubled potential encircling magical properties/reduced normal skill magical property values by the same range.
  • Challenge modifiers that apply permanent status effects can now appear alongside other challenge modifiers due to their effects being weakened in challenge mode.
  • Arrowheads now have set durability (based on material) and can be repaired.
  • Offering items to already tamed creatures will now also increase their max health (previously, they needed to completely untame for this to happen).
  • Chickens now accept a larger variety of items.
  • Crafts that create puddle byproducts will no longer create enough puddles to create water tiles. (Thanks warriorsforever482!)
  • Hostile creatures will only attack tamed creatures when their owner is nearby. (Thanks warriorsforever482!)
  • Tongs are now required for any blacksmithing craft or disassembly that requires fire.
  • The chance of receiving a mastercrafted item now scales based on skill as well as the previous random chance and efficacy percentage with more weight being placed on skill/efficacy rather than pure randomness with higher caps on each.
  • Increased the difficulty of crafts advanced through master slightly, making efficacy/skill more useful at higher levels.
  • The “Alter” action no longer consumes the item, but instead uses its durability as a “charge”.
  • You can no longer jump while swimming.
  • Initial skill(s) now start at a much higher value including all milestone modifiers that affect starting skills.
  • Merchants no longer stock magical essence. (Thanks Veeyu!)
  • Reduced maximum durability bonuses for qualities and reinforcing slightly.
  • Tin items no longer require a sand cast flask when disassembling them.
  • Dripstones will now take longer to desalinate in general.
  • You can no longer disassemble dripstones and they now have a reduced weight when crafted.
  • Increased the default rarity of non-normal quality items and magical properties slightly, but increased the bonuses provided through action tiers to get quality items.
  • Changed the way that tattered maps increase cartography skill to prevent needing to walk around with maps open solely to gain more skill.
  • Skeletons will now fall back into remains after killing a player.
  • Mudskippers now accept more raw fish types and forms.
  • Reduced default range for all ranged weapons/tools.
  • Reduced the amount of ore per resource tile slightly.
  • Sharp glass now required refined sand to craft.
  • Shippers no longer stop to attack creatures if they are actively shipping items.
  • Shippers now have a bit more offensive capabilities.
  • Decreased the chances of digging into clay, granite or shallow water on dirt on coastal biomes.
  • Aberrant fish no longer can move under the player.
  • Creatures have reduced hostility towards shippers that are currently on a job.
  • Skeleton attack damage has been decreased.
  • Attacking your tamed creatures now decreases their happiness further.
  • Decreased the skill check for tilling as well as increased the chance of gaining skill when failing.
  • Reduced chances of hardened coils spawning on lava.
  • Shippers no longer can have their boats damaged by creatures. (Thanks Nameless!)
  • Increased shark attack and health values.
  • Increased the minimum amount of turns to sleep/rest.
  • Some milestone modifiers no longer give additional items when respawning as a new character in a multiplayer server with “Hardcore Respawns” enabled. (Thanks Kowalth!)
  • The default travel distance for thrown items or ranged weapons is the “range” property in addition to a skill bonus instead of any value between 1 and the range/skill.
  • Creatures in the coastal (starting island) caves now deal less damage.
  • Increased the chances of digging a cave entrance slightly.
  • All cloth armor will now have resistance to slashing instead of a vulnerability.
  • Default inventory items (with no milestones set) no longer have a chance to be of higher quality.
  • Increased the maximum starting hunger by 5 points.
  • Rebalanced the item drops when fishing in different water types/locations.
  • When gaining stats through the use of items, it will now reset player’s timers, so it will no longer be possible for example to lose a point in hunger immediately after consuming food. (Thanks Crows!)
  • Trampling fire can now increase or decrease its strength along with its ability to spread/be stomped out.

Bug Fixes

  • Fixed a freeze sometimes happening when traveling. (Thanks Snowfious!)
  • Fixed getting stuck on “Loading Sprites” when starting a new game after death/going back to the main menu. (Thanks Korintheblack!)
  • Fixed many memory leaks.
  • Fixed being able to dig down to make water deeper without taking water from the source.
  • Confirmation prompts will now cancel path-to-tile, removing the chance of softlocks. (Thanks WokOnLeesBack!)
  • Fixed old educational scrolls giving incorrect skill values. (Thanks Markus Faust!)
  • Fixed item weight, milestones, and other variables not impacting crafted item durability properly. (Thanks Antennas To Heaven!)
  • Fixed the “Crafter” milestone affecting non-crafted item durability. (Thanks SirKenithan!)
  • Fixed durability limit on crafted items not getting the proper values in some instances.
  • Fixed the maximum reinforcing durability value not scaling with the “Crafter” milestone modifier.
  • Fixed a performance issue caused by action slots all recalculating their “best item” due to any item state change in a nearby container, such as durability going down. (Thanks Hiran!)
  • Fixed Versatile milestone modifier overrides happening multiple times for each player in a multiplayer game.
  • Fixed a performance issue caused by action slots that could potentially use any of an excessively large number of items in the inventory. (Thanks Hiran!)
  • Fixed “Open Container” in the actions list being able to show a different container than the specific container in the action slot.
  • Fixed “toggle hitched”, “toggle tilled” and “toggle door propped open” actions not being discoverable. (Thanks Markus Faust!)
  • Fixed digging beside water, consuming water tiles when it shouldn’t have.
  • Fixed “Featherweight” not getting the correct weight in some instances.
  • Items that are not used in a crafting recipe, but that can be produced by disassembling an item that can’t be crafted, can no longer roll the “Aptitude” magical property. (Thanks Andrej27!)
  • Fixed the milestones dialog not being openable when milestones are disabled due to game mode or mods — even though discovery milestones are always unlockable now.
  • Fixed the thaumaturgy tooltip being inaccurate based on adjacent doodad bonuses. (Thanks Hiran!)
  • Fixed enter and spacebar no longer working to click focused buttons.
  • Fixed some items able to receive the “Storing” magical property when they shouldn’t have. (Thanks Hiran!)
  • Fixed being able to execute two actions back to back instantly, skipping the delay.
  • Fixed “Uncage” being referred to as “Release Creature”. (Thanks Hiran!)
  • Fixed an error when enabling/disabling mods.
  • Fixed the slime splitting not spawning to the correct coordinates. (Thanks Andrej27!)
  • Fixed an issue where the danger level and defense values of aberrant creatures were miscalculated.
  • Fixed black powder sometimes appearing with too little durability.
  • Fixed weight issues while refining items containing creatures. (Thanks Dewred!)
  • Fixed lighting not getting updated when entering a cave for one turn. (Thanks muzzy!)
  • Fixed magical insulation equipment showing information as if it were a container. (Thanks Kowalth!)
  • Fixed creatures being able to spawn within view due to lighting issues. (Thanks Hiran!)
  • Fixed the Operator milestone including non-executable actions. (Thanks Markus Faust!)
  • Fixed wooden gates counting as an obstacle for ranged attacks. (Thanks Grub!)
  • Fixed some internal stat comparisons being incorrect when there’s a bonus. (Thanks Grub!)
  • Fixed item inspections not updating after certain magical events.
  • Fixed default action slots only being set when quitting to the main menu.
  • Fixed a number of issues with the inspect dialog, causing blank inspection pages, inspecting after closing sometimes overwriting inspection history, etc.
  • Fixed pangolins not performing their special ability. (Thanks Andrej27!)
  • Fixed clear messages not always working.
  • Fixed some items decaying not updating new UI item representations. (Thanks muzzy!)
  • Fixed incorrect light levels (and colors) being calculated when multiple light sources existed on the same tile. (Thanks DragonOvLeaves!)
  • Fixed some clay structures using stonecrafting instead of claythrowing. (Thanks Kowalth!)
  • Fixed a bug where sleeping/resting would always reduce thirst over hunger when interrupted.
  • Fixed cases where picking up items resulted in magical properties being added. (Thanks inquisitiveToast!)
  • Fixed needing kindling and tinder to light built torches via “Start Fire”. (Thanks Kowalth!)
  • Fixed the menu navigation bindings navigating between inaccessible elements (for example, hidden elements, or things in the game screen while the pause menu is visible.)
  • Fixed some things still ticking while being a ghost in hardcore mode.
  • Items on the ground no longer appear as though they shift around as you move.
  • Fixed excrement dropping on water. (Thanks Captain Tofu!)
  • Fixed waterskins of goat milk not having worth. (Thanks King Smidgens!)
  • Fixed some possible line-of-sight issues with old saves.
  • Fixed milestones modifiers that granted stats not showing the correct value in messages. (Thanks KarmaChimera!)
  • Fixed caves producing erroneous field of view sources. (Thanks SwordForTheLord!)
  • Fixed slither suckers not appearing on your head due to “hide equipped headgear” setting.
  • Fixed clearing action slots using the “-” icon not clearing auto actions.
  • Fixed the “Operator” milestone requiring the discovery of mod-added actions.
  • Fixed an issue where “pity” points of damage were not applied when creatures were fighting each other.
  • Fixed stat bars animating from the end to the start when replenishing from 0. (Thanks riftborn!)
  • Fixed shippers sometimes getting stuck close the the lighthouse without fully navigating towards it. (Thanks Hiran!)
  • Fixed the “Replay” button not working correctly when dying on a different island than the starting island.
  • Fixed riding a boat while in another boat extinguishing torches.
  • Fixed tooltips not taking account of Wayward’s custom window title bar. (Thanks riftborn!)
  • Fixed recipes being sorted by name ascending when the crafting dialog is sorted by skill or category descending and vice versa. (Thanks riftborn!)
  • Fixed the “Retailer” milestone modifier spawning merchants in water. (Thanks riftborn!)
  • Fixed death greyscale thumbnail staying even after reviving.
  • Fixed golems summoning themselves when breaking.
  • Fixed the notes unread indicator icon not being scaled properly with interface scale/font style.
  • Fixed tooltips not working for linked tile events (in messages and inspection.)
  • Fixed many typteos. (Thanks 8TOES!)
  • Fixed stat timers resetting to 0 on death instead of their max values, leading to players reducing thirst/hunger and regenerating health/stamina after a single turn/tick.
  • Auto-use actions no longer attempt to gather germinating or other non-resource plants. (Thanks liarandathief!)
  • Fixed multiple items not burning into the correct items.
  • Fixed an issue where certain tools for certain actions would not benefit fully from their quality/tier. (Thanks Andrej27!)
  • Fixed doodad damage notifiers being offset to the left after item damage notifiers are displayed.
  • Fixed certain items not needing fire to be repaired or disassembled.
  • Fixed creature vs creature damage not correctly taking immunities and regeneration into account. (Thanks riftborn!)
  • Fixed disassembled items not keeping their custom names.
  • Fixed many of the new discovery milestones not working at all in game modes other than “Hardcore”.
  • Fixed items that get changed from one item type into another while on the ground (like from decaying) not updating their name when hovered over them not changing their name in the tooltip.
  • Fixed chemistry skill bonuses not resetting after unequipping the relevant item. (Thanks Andrej27!)
  • Fixed some older game save conversions.
  • Drastically improved the performance of opening the actions drawer by slotting an item without a primary use.
  • Fixed disassembling items re-rolling magical properties. (Thanks muzzy!)
  • Fixed full cages not being tradable properly.
  • Fixed clearing messages on a server as a client not actually clearing the messages that are saved, resulting in loading the messages again the next time you join.
  • Fixed generated tiles always being damaged when dug up. (Thanks muzzy!)
  • Fixed the sub-container being named as the source of no space when placing items into a container of a container where the first container was full. (Thanks BeautifulNova!)
  • Fixed danger level information acting strangely around the threshold of what is likely to kill you before you kill it. (Thanks crowsandlions!)
  • Fixed fish rendering above players/NPCs.
  • Fixed the action drawer appearing over action slots when in two-column mode.
  • Fixed some items that were using the tinkering skill incorrectly when dismantling. (Thanks DragonOvLeaves!)
  • Fixed attack and defense bonuses not being updated in item inspections when they changed/updated.
  • Fixed an instance where the “Apocryphal” milestone was not updating. (Thanks Markus Faust!)
  • Fixed magical property icons not updating in certain magical interactions.
  • Fixed action slot hover tooltips not updating as turns progress. (Thanks 柯箴之!)
  • Fixed some milestones not being triggered when “absorbing” items. (Thanks vinaaa8888!)
  • Speculatively fixed items being burnt generating an error. (Thanks DanekJovax!)
  • Fixed line of sight not being recalculated when placing walls. (Thanks muzzy!)
  • Fixed issues when attempting to load games after failing to load another. (Thanks jtg!)
  • Fixed the internal application zoom level of Wayward being stuck in whatever the legacy "zoomFactor" feature was set to previously before we stopped supporting it. (Thanks Hiran!)
  • Fixed the small equipment menu close button getting clipped on hover.
  • Fixed attacking locked chests giving two “Tactics” gains.
  • Fixed allowing to attempt to drop items onto tiles that couldn’t be dropped onto based on the item weight.
  • Fixed dropping items onto tiles sometimes saying a “pile of items is in the way” erroneously.
  • Fixed some visual inconsistencies with the message log, especially between different positions.
  • Fixed tooltips being anchored around items’ previous positions instead of their current positions, for example after scrolling in a container or moving a dialog. (Thanks muzzy!)
  • Fixed commas and brackets being misplaced in item tooltips. (Thanks Ratha Wynter!)
  • Fixed line of sight not being calculated when stepping outside of a cave after loading a save. (Thanks muzzy!)
  • Fixed the attack information tooltip showing the wrong range values.
  • Fixed melee damage types showing in the ranged attack info in the attack tooltip.
  • Fixed item decay not updating properly when moving to and from cave entrances.
  • Fixed decay rates being incorrect until passing a turn while hovering over the item.
  • Fixed older save games not getting the proper original version leading to corrupted world generation.
  • Added a hard limit on map size when drawing maps to reduce loading/performance issues.
  • Fixed note titles not having the proper sizing.
  • Fixed corpses not being pluralized in tooltips.
  • Removed the “NewCraftingDialog” UI experiment for now. (Thanks GWIDON!)
  • Fixed some layout issues with highscore rows.
  • Fixed an issue where creatures were not pathfinding towards the player over long distances.
  • Fixed the “Traitor” milestone description giving incorrect values.
  • Fixed dismantle tooltip flickering when hovering over it while turns pass.
  • Fixed some crafts not creating a puddle byproduct when using liquid.
  • Fixed tooltip tile quality color not updating when hovering over while it changes.
  • Fixed being able to import global save data as a game save and vice versa. (Thanks tr1ger1n86!)
  • Fixed a build item animation appearing for a frame or two when hopping between vehicles. (Thanks Veeyu!)
  • Fixed “Move Item” actions not displaying a red message and preventing use when the item(s) don’t fit in a container.
  • Fixed the ride action on an adjacent minecart picking up the current minecart.
  • Fixed being able to run some actions on top of players that are connecting to the multiplayer server.
  • Fixed being able to have games with “undefined” names on dedicated servers.
  • Fixed action menus not updating “can use” status when other players move in front of where you are facing.
  • Fixed “unknown” items showing up as “1” on the ground, or blank in messages instead of “unknown” items.
  • Fixed protected black powder being consumed.
  • Fixed action slot usage not updating when going up/down levels or when teleporting.
  • Speculatively fixed the possibility of items going to -1 decay. (Thanks muzzy!)
  • Fixed item hover effects being disabled by the decay/durability bars. (Thanks muzzy!)
  • Fixed decayed items not benefiting from “Hoarding”.
  • Fixed the defense inspect not updating changes to base defense values.
  • Fixed aberrant spawn customizations tooltips showing incorrect titles. (Thanks 柯箴之!)
  • Fixed the available ingredients for crafts/dismantles showing protected items that won’t be used in the count. (Thanks muzzy!)
  • Fixed assign to action slot binds not working.
  • Fixed the actions drawer considering many actions applicable with any item type.
  • Fixed cage names showing a variable in certain situations. (Thanks 柯箴之!)
  • Fixed tooltips not updating in the world when moving.
  • Fixed seawater not being able to take over deep swamp/fresh water. (Thanks King Smidgens!)
  • Fixed gathering swamp water not reducing water levels properly.
  • Fixed dismantle tooltips disappearing quickly in real-time mode. (Thanks Silverspeedy!)
  • Fixed water contamination logic failing when intersecting three different types of water. (Thanks King Smidgens!)
  • Fixed low maximum durability items being repairable when protected even though repairing would destroy the item. (Thanks BeautifulNova!)
  • Fixed mudskippers not being correctly spawned.
  • Fixed tooltips occasionally flickering when moving.
  • Fixed dismantle output looking janky in tooltips.
  • Implemented a speculative fix for some mod registrations (for example, bindables) internally caching too early, causing some to be left out.
  • Fixed fires being able to exist in the “extinguished” status. (Thanks muzzy!)
  • Fixed the daily challenge name being done in local time instead of UTC like the seed. (Thanks muzzy!)
  • Fixed protected seeds being plantable. (Thanks muzzy!)
  • Fixed some fairy ring templates not working.
  • Fixed the player sprite wiggling on coordinates equal to the power of 2.
  • Fixed “blank” items being generated from burning. (Thanks tr1ger1n86!)
  • Fixed sometimes not getting a starting skill.
  • Fixed efficacy being inaccurate when using grouped items. (Thanks Aresff!)
  • Fixed map dialog staying open after traveling. (Thanks muzzy!)
  • Fixed the “replay” button not forwarding to the new game menu from the death & win screens. (Thanks BeautifulNova!)
  • Fixed many instances of actions appearing in item right-click menus that are irrelevant and impossible.
  • Fixed the bindings menu being blank when playing on a really old save with old saved bindings.
  • Fixed errors in messages no longer having tooltips.
  • Fixed decayed items not being able to be unequipped on NPCs. (Thanks Nameless!)
  • Fixed item move actions not having tooltips.
  • Fixed no sound effect playing when reorganizing items in your inventory.
  • Fixed dripstones appearing lower on the tile.
  • Fixed the “Apocryphal” milestone not triggering after using some magical component actions.
  • Fixed stat bars animating in tooltips.
  • Fixed creatures appearing over the top of trees in certain instances.
  • Fixed path to tile only moving one step at a time or prematurely cancelling movement.
  • Fixed the reset options button not actually resetting some options like font style, audio, or language.
  • Speculatively fixed auto actions not executing in multiplayer games under certain conditions until server is restarted.
  • Fixed item-related memory leaks. (Thanks SwordForTheLord!)
  • Fixed fire trampling being too common over decreasing/increasing its spread.
  • Fixed NPCs not tracking damage from traps, fire, and other non-combat damage events.
  • Drastically improved the performance of having large numbers of action slots and large numbers of visible items.
  • Fixed raw clay mortar and pestle not being disassemblable. (Thanks muzzy!)
  • Fixed teleporting using stamina when encumbered.
  • Fixed ferocity display not being accurate. (Thanks Sensakuma!)
  • Fixed protected items being shown in red when they could be used in disassembly. (Thanks muzzy!)

Technical

  • Upgraded to Electron 33.
  • The macOS build has been notarized.
  • Updated to Steam Linux Runtime 3.0 (Sniper)
  • Removed some launch options that no longer work.
  • Made the game handle submenu context menu options getting replaced a bit more graceful. (Thanks Hiran!)
  • Fixed the “Reload Stylesheets” binding messing up stylesheet order.
  • Reworked the internals of the translation system and text rendering to “unflatten” it. This should result in fewer bugs around special text blocks inside other special text blocks.
  • The outlines around items in your inventory, containers, and the crafting dialog are generated automatically when the game is loading. This process has been sped up by around 50-60%.
  • Generated item outline sprites are now cached in a better way, potentially preventing some hangs on “Loading Items”.
  • Added checksums to save data for save corruption diagnosis.
  • Disabled image outline generation logic on dedicated servers.
  • Improved the speed of image outline sprite generation.
  • Reworked some ActionArgument functionality to allow for custom argument types.
  • Improved load times when joining a multiplayer game with players on many different islands.
  • Refactored the internals of the Mod system.

Modding

  • Mod content registrations are now available on the main menu. Note that the registration IDs on the main menu may be different than those within a save. To convert a save enum to the global enum or vice versa, use "Enums.getGlobalEnumFromSaveEnum()" and "Enums.getSaveEnumFromGlobalEnum()".
  • Added "onAiChange" and "onSpawn" events for creatures.
  • Fixed modded "ItemTypeGroup"s not including nested "ItemTypeGroup" items.
  • Fixed "@Register.itemExtra" and "@Register.doodadExtra" being missing.
  • Fixed modded item groups not being handled correctly. (Thanks Hiran!)
  • "@Register.override" now requires a "time" parameter of when the override should be applied.
  • Fixed ranged weapons that generate their own ammo, generating ammo with random magical properties. (Thanks Hiran!)
  • Tile groups are now moddable.
  • Fixed "Registry().get" placeholders not being resolved when used inside Sets and Maps in mod registrations.
  • Separated "storeDisassemblyItems" (previously "disassemble") and "canDisassemble" so data can be stored if needed without the player being able to disassemble. (Thanks TTastic!)
  • Added the "dropItemsOnMelt" property to items which extends to doodads created from items. (Thanks TTastic!)

Mods

Debug Tools

  • Added a “Fast Forward” feature that will skip turns/ticks.
  • Added the ability to increase/decrease stat maximum values.
  • You can now view and edit creature AI when inspecting them.
  • Added History panel & section of entity inspections, to track action usage.
  • Healing yourself will no longer disable noclip.
  • You can now add all items matching the dropdown filter text to a container.
  • Fixed revert death not restoring fog.
  • The “inspect item” binding now works much more consistently.
  • The island dropdown now shows the island’s coordinates and is now sorted by that.
  • Fixed changing maximum health not saving/updating properly.
  • Filtered out heat & cold insulation from the editable stats in the Inspect dialog. (Thanks TheUnnamedStranger!)
  • Fixed “Revert Death” being duplicated when canceling or quitting the game.
  • Added a button to player inspection to clear written notes.
  • Added a “Crash WebGL” button for testing purposes.
  • You can no longer “kill” players that are already dead.
  • Improved noclip interactions with other players & creatures.
  • Fixed unlocked camera not rendering updates properly.
  • Added option to disable character graphics.
  • Fast movement has been separated from no clip mode, allowing you to use it with or without fast movement.
  • Fixed item tools disappearing under certain conditions.
  • Fixed bulk item durability/decay actions not working correctly in multiplayer, causing desyncs.
  • Renamed the Invulnerable option to Unkillable. (Thanks TheUnnamedStranger!)
  • Fixed revert death button only showing up the first time you die.
  • Added a panel to inspect NPC spawn intervals & chances.
  • Fixed pixel-perfect issues with the selection panel viewport.
  • Fixed issues when removing hitches that had creatures attached.
  • Fixed a desync when respawning on a server with “Hardcore Respawns” enabled.
  • Fixed turn issues when using the “kill” command in multiplayer games.
  • Fixed unlocked camera Y offset.
  • You can now hide the version information and add quadrant buttons.

Argus

  • Added an action icon to “See All”.

TARS

  • Improved navigation logic to avoid scary creatures.
  • Will now sometimes move multiple items at once.
  • Added a “slow mode” to simulate periods of “thinking”.
  • Added an option to allow TARS to unlock notes as normal.
  • The default binds for toggling TARS has changed to “Pause”, and “Home” to open the TARS dialog.
  • Improved performance on large games.
  • Fixed creating & deleting NPCs not working unless TARS is stopped.
  • Fixed affinity for making chests.
  • Fixed getting stuck reducing weight on full tile
  • No longer attempts to craft illegal items.
  • Added option for controlling if TARS should start all water stills/dripstones around the base.
  • Improved determination on what creature is a threat or not.

Troposphere

  • Fixed creatures not moving on older saves. (Thanks Tapenki!)
  • Fixed cloud water not rendering correctly.
  • Cloudstones no longer weigh as much.
  • Nimbus is no longer crafted with snowflakes and increased the feathers/cloudstones required to craft it.
  • Added action icons for “Fly to Troposphere” and “Gather Rainbow”.

Magicology

  • Added an item group for craftable items.

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