Dec 27, 2024
Wayward - Drathy
Hello there, I hope you all have enjoyed/are enjoying your holidays! We have another batch of fixes and improvements ready for tonight. Thank you all for your reports and for helping us diagnose and troubleshoot many of these issues.

We are continuing to monitor several ongoing issues; mostly to deal with memory leaks and container UI desyncs. These likely will continue to persist although will be much improved with this release.

Bonus promo: Check out our feature voting site to vote on plenty of the most requested features to help define our future priorities! https://www.waywardgame.com/vote

Bonus tip: Reputation, karma, benignity, malignity or whatever you want to call it has been removed! Creature difficulty is now based on territories. Creatures get harder and harder as you expand outwards on your island, or if you travel to a new island, creature difficulty will be inversed and get harder as you travel towards the center. Creature territories can be modified using some in-game mechanics related to runes.
Improvements
  • Improved the action slot tooltip, with new iconography, support for all the different choices for which item to choose, and support for all the different action slot types.
  • You can now use the "Stoke Fire" action with nearby items, not just items in your inventory.
Bug Fixes
  • Fixed "Move to Inventory" being an option for an item stack in your inventory if an item stack of the same item type is in another container. (Thanks Sophie!)
  • Fixed a number of actions menu & action slot memory leaks. (Thanks muzzy!)
  • Fixed a container UI desync when an item changes type, such as consuming an apple or gathering liquid. (Thanks Deo!)
  • Fixed a container UI desync when you pick up an item with your inventory set to "Recent" and the first thing in your inventory being an item stack of a different type.
  • Fixed a container UI desync when moving a protected item into a recently sorted container with a stack of the same item type at the start.
  • Fixed item movement actions being unavailable on stacks in protected containers.
  • Fixed "use hovered item" action slots using the "best" item if the hovered item is invalid. (Thanks whutch!)
  • Fixed stacked items in protected containers not being handled correctly, causing you to be unable to move a stack out of a protected container. (Thanks DerSimon!)
  • Fixed stack displays without a number being added to container UI in specific cases. (Thanks Andrej27!)
  • Being hit by a creature that deals no damage now also discovers the "Defense" stat. (Thanks Sophie!)
  • Fixed the combination of "Target Hovered Tile" and "Use Best Item" displaying weirdly.
  • Fixed item type translations sometimes appearing with two icons.
  • Fixed items that have a damage type but no attack value being able to get "Fire" magical properties. (Thanks inquisitiveToast!)
  • Fixed the Thaumaturgic milestone modifier not disabling the special magical property count handling from mastercrafted items.
  • Fixed hostile creatures using cave entrances when alerted and on the same layer as you.
  • Fixed void dwellers trying to move into other void dwellers.
  • Fixed action slots that move items around in containers not updating "Use Hovered Item" slots. (Thanks whutch!)
  • Fixed a specially crafted string payload in chat causing the game to freeze.
  • Fixed trapdoor spider AI causing the spider to sometimes go back into hiding while chasing you.
  • Fixed trapdoor spider AI causing the spider to sometimes wander while you're nearby.
  • Fixed trapdoor spiders giving away their position by revealing that they're alerted. (Thanks Goliat!)
  • Fixed a multiplayer desync related to creature AI.
Technical
  • Improved the safety of the event system by heavily encouraging the use of "owner" objects when subscribing. When the "owner" objects are removed or disposed of, any events it subscribed to are also automatically unsubscribed.
Dec 22, 2024
Wayward - Drathy
Today we have a patch ready that will hopefully give you all some extra cheer to start off the holidays with plenty of bug fixes and improvements!

As always, let us know if you spot any other issues!

Bonus tip: You can perform actions automatically as you walk around using action slots. If you are checking out this update as a brand-new player or coming back with no previous save data, you’ll see a couple of these actions already added to your action slot by default. If not, simply configure an action slot using right-click and checking the “Auto-Use” option. This can be used to emulate the previous “Auto pick-up” option.

Bonus promo: The Steam winter sale is upon us! Wayward is currently -30% off until January 2nd.

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

Improvements

  • New players will now get default actions assigned in action slots to hopefully help the player learn basic actions and UI.
  • There are now direct keyboard hotkeys (which can be rebound) to pick up an item "Ctrl + G" or pick up all items "G".
  • You no longer need to discover 20 actions in order for the "Auto-Use" option to become available.
  • Removed outdated help information on picking up items. (Thanks Ursa (lovesthesoundof))!

Bug Fixes

  • Fixed action slots not working sometimes. (Thanks muzzy!) (For both the initial report and figuring out how to reproduce it consistently.)
  • Fixed an additional edge case with scrolling that led to zooming in that direction no longer working and also broke action slots. (Thanks Feral Grumpicorn!)
  • Fixed an issue where tooltips would be duplicated. (Thanks muzzy!)
  • Fixed the sort dropdown in container dialogs saying a different sort than the collapsed label when first opening the dialog.
  • Fixed some container UI desyncs. (Thanks inquisitiveToast!)
  • Fixed throwing not getting the correct damage type. (Thanks inquisitiveToast!)
  • Fixed some action bar setup weirdness when dragging items into slots — could cause things like empty slots with an action in the corner, or cause the action you're trying to assign to clear the item, or cause the item to clear the action even when they're perfectly compatible. (Thanks Vallivanting!)
  • Fixed a rare case of infinite recursion when hovering over a "Use Hovered Item" action slot. (Thanks Goliat!)
  • Fixed container weight as displayed in the dialog becoming incorrect after travelling. (Thanks muzzy!)
  • Fixed items not updating after/when traveling.
  • Fixed rare multiplayer desyncs when traveling.
  • Fixed cut hide not being flammable. (Thanks DerSimon!)
  • Fixed the "ascend" or "descend" action showing up in the tile context menu for tiles other than cave entrances.
  • Fixed importing custom game options reducing multiplier values. (Thanks Ghon!)
  • Fixed dedicated servers showing "1" players when 0 players were connected and other server stat inconsistencies.
  • Fixed gathering piles of rocks using the botany skill. (Thanks Crows!)
  • Fixed some tyypos. (Thanks TheBlackHand!)

Technical

  • All entities and tiles now have a "debug" object that can be printed in the console with the ".debug" property, a much cleaner representation of the data for each object than the actual object instance.
  • Added the "ref(refId)" function for use in the console, for resolving the object of a particular reference ID.

Mods

Debug Tools
  • Using the "inspect" bind now assigns all inspected entities and the tile to variables in the console to make debugging easier.

TARS
  • Fixed some navigation issues related to slipping on ice.
  • Improved how items are moved into backpacks.
  • Fixed issues building solar stills & sailboats.
  • Improved corpse butchering.
  • Improved where it builds sailboats.
Dec 17, 2024
Wayward - Drathy
Tonight we are releasing a small patch to address some of the issues found so far in Runekeeper. More to come as always after a big major update!

Bonus tip: You can combine items into stacks within your inventory by using Ctrl + left-click on the item you want to stack. You can change this binding in the options.

Bonus promo: We are now on Bluesky! Follow us here: https://bsky.app/profile/waywardgame.bsky.social

New
  • You can now use shift + scroll to move stacked items to or from the active inventory.
Improvements
  • “Repeat from action history” mode now turns itself off when doing anything other than repeating an action to prevent accidental usage. (Thanks muzzy!)
  • Added support for displaying the correct keys for alternate keyboard layouts. (Thanks muzzy!)
  • Coastal water-based templates now feature gravel instead of dirt.
  • Cave entrances now attempt to be surrounded by more passable tiles.
  • Added the ability to get runes through dismantling.
  • The Ascend or Descend action is no longer discovered by default for new players in order to further simplify the initial actions drawer, and must be instead discovered by right-clicking (or using the spacebar in front of) a cave entrance and using the action, or by using the dedicated Ascend or Descend binding.
Balance
  • Increased the amount of natural cave spawns across all biomes.
  • Reduced or removed the chance of gaining runes based on the tier of territory you are in.
  • The "Auto Pickup While Moving" option has been removed in favour of the action slot "Auto-Use" and "Target Hovered Tile" options, which obey the same turn-passing rules as manually picking up items.
Bug Fixes
  • Fixed the Starter Quest not working properly in certain situations. (Thanks K4_E!)
  • Fixed quickmoving items to containers with an "open" stack of the same type causing a desync where the new items either display at the start or the end.
  • Fixed "Dig" and "Enchant" actions not properly awarding runes.
  • Fixed a multiplayer desync that occurred when joining a game while another player was resting.
  • Fixed being able to import milestone modifiers that aren't unlocked. (Thanks ApocRider!)
  • Fixed choosing an action in the actions drawer not defaulting the "Target Hovered Tile" option to the correct state.
  • Various item bindings are now disabled entirely when dragging an item to hopefully prevent some UI edge cases. (Thanks muzzy!)
  • Reduced the chance of the starting water source from the Starter Quest going into the ocean.
  • Fixed the "bleeding" status effect overlay not working.
  • Fixed an infinitely long durability bar when dragging an item that's about to break. (Thanks muzzy!)
  • Fixed non-modifier action slots being used when releasing the modifier first of a modifier action slot. (Thanks muzzy!)
  • Fixed creatures not becoming alerted when attacking you.
  • Fixed explored areas on the map not always getting revealed in multiplayer games.
  • Fixed the pause button being invisible with certain options set. (Thanks Soul5hadows!)
  • Fixed being able to gain "Theurgy" skill by refining or reinforcing runes. (Thanks Rheo!)
  • Fixed the Runekeeper milestone modifier only updating the "last received rune" when receiving multiple runes at once. (Thanks muzzy!)
  • Fixed the Runekeeper milestone only progressing when receiving multiple runes at once. (Thanks muzzy!)
  • Fixed the Doctor milestone not being possible to progress. (Thanks muzzy!)
Modding
  • Re-enabling a mod will now re-initialize languages and stylesheets. (Thanks GWIDON!)
Mods
TARS
  • Fixed a multiplayer desync when traveling to another island.
  • Fixed TARS not idling correctly in multiplayer games.
  • Now tries to stay off ice & other slippery surfaces.
  • Fixed getting stuck when connected to a multiplayer game while encumbered.
  • Fixed navigation issues when using sailboats/swimming.
  • Improved objective planning.
  • Fixed an infinite loop when trying to gather water.
Wayward - Drathy
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?).

https://www.youtube.com/watch?v=arpFIS7cXHs

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.



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 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 <code>"gamemoderun"</code> 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.
Looks like we ran out of room! Steam doesn't support a changelog this big. To view the full thing, head on over to the blog post.
Wayward - Drathy
As described in the latest newsletter, the development branch has been out for quite some time now, but we were waiting on addressing some issues before announcing an update in this post. The creature spawning/reputation/rune changes are in and after going through some iterations, is at a good level of polish now. We have also been adding tons of new things as well (like usual). Just a recap for those not following along:

There's a few issues that are remaining, but we are getting close to a new release! If you are feeling like doing a playthrough with the new system in place, we would love to hear your feedback!

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

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

Report any issues you spot!

Here’s the ever-growing, largely unsorted changelog thus far:

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.
  • Added a new action bar that gets filled with context menu action history as you play.
  • You can now right click on any visible location to perform actions there, your character will automatically walk to wherever they need to.
  • Merchant trading has been redesigned.
  • 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 a tamed status icon above tamed creatures.
  • The stats layout has been reworked, associating status effects with their related stats and providing stat names.
  • Added conifer resins, pitch, and glue for use in new recipes and reinforcing.
  • Added primitive musical instruments that can be used to command multiple creatures at a time.
  • Status effect iconography has been redesigned, allowing players to more easily know at a glance how threatening a new effect is.
  • Added animal cartilage, and new food recipes/food preservation through the use of gelatin crafted from cartilage or shark fins.
  • Magical Binding now has a new action and use involving attack and defense bonuses.
  • Added "Thaumaturgic", a new milestone and modifier for finding every type of magical property.
  • 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.
  • All containers now have a "dump contents" action.
  • Added a bindable to "Toggle Tooltips Visible", with no bindings by default. (Thanks Hiran!)
  • 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 a binding for toggling whether all auto-use action slots are enabled.
  • Added "gamemoderun" support.
  • Added the Afflicted and Exsanguinated milestones.
  • Status effect tooltips have been completely redesigned, providing more information and presenting it in a clearer way.
  • Ranged actions can now be used at any angle.
  • Added a new option to make action slots be used on the tile you're mousing over.
  • 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 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 eggshells (for chicken and penguin eggs), a new form of compost.
  • Added stripped leather, a new high-tier cordage.
  • There is now a visual on the depth when digging.
  • You can now set an action slot to "Use Hovered Item", allowing you to set up slots to quickly use actions on hovered items.
  • Added a new custom game option for disabling scared creature mechanics.
  • 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 sandstone arrows and arrowheads.
  • Added a new "shadowy" creature.
  • Added a "Skip Quest" button to the Starter Quest.
  • Added a rare, secret challenge modifier.
  • 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 server when desync occurs.
  • Each island now progresses or "ticks" independently.
  • Added a new help article about "Item Protection".
  • Added an automatically updating notice to launching the development branch of the game.
  • Added a number of new sound effect variations around inventory management.
  • Added the "Runekeeper" milestone and modifier.
  • 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 OLED burn-in protection for HUD/UI elements.
  • The skills dialog now displays skill icons & can be resized to display multiple columns.
  • 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 an audio cue when encumbered or overburdened.
  • You can now set maxed skills as your in-game title.
  • 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.
  • The chance to craft mastercrafted items is now revealed at 100% skill.
  • Minecarts can now push other minecarts. The faster the tier of minecart, the more minecarts can be pushed.
  • Added aberrant versions of all fish.
  • Added a new magical property "persistence" which increases max item durability far beyond normal means among other bonuses.
  • 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 "heel" or "follow, but don't attack" command for tamed creatures.
  • 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.
  • 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.
Improvements
  • The Steam overlay is now more consistently implemented and will no longer report itself working in some cases where it did not.
  • 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!)
  • Renamed all "Toggle X" actions to "X or Y", for example "Toggle Container" is now "Open or Close Container."
  • Rewrote the "not suitable to plant" message so that it makes sense when trying to plant a coconut. (Thanks Shim Panzé!)
  • The "Best for Crafting" sort is now more accurately calculated to include "Aptitude" items. (Thanks Andrej27!)
  • Tamed creatures now smartly follow you through cave entrances.
  • Shippers will now spawn closer to lit lighthouses.
  • 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."
  • Added an option to disable the quit confirmation in cases where save data would not be lost.
  • 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 mark them all as completed.
  • 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.
  • Spawned creatures from items will now have some despawn protection. (Thanks DragonOvLeaves!)
  • Drawn maps are no longer stocked on merchants. (Thanks Dewred!)
  • The Doctor milestone modifier has been reworked into something a bit more interesting.
  • The Doctor milestone has been reworked to now be a discovery milestone and require discovering all possible cures. Its information is displayed in status tooltips.
  • You can now disable the game playing audio in the background. (Thanks Kowalth!)
  • The light color from cave entrances is now matched the biome's fog color.
  • Lava is now lit with a darker shade of orange/red.
  • Random creature movement has been reworked to feel less random and more like creatures deciding to move to specific places.
  • The "Grab All" button has been changed to a "Move All" button on all dialogs, transferring to the current quick-move target.
  • Civilization score is now done per zone in addition to the whole island, impacting the creature spawning of individual areas in the island.
  • The various "Drop on Action" gameplay settings now support the "Drop into Containers" option.
  • "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.
  • Tooltip headers have been redesigned to improve consistency and user experience between them.
  • All previous mechanics involving reputation (such as claw worm spawning, treasure chest creature difficulty, creature spawning in general) are now based on the zone's tier you are in.
  • Stat gain messages now display the skill that caused them to raise.
  • 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).
  • Reimplemented the "Uses:" list for item tooltips, reducing noise and improving visual consistency.
  • Individual stats are now discovered for new players as they progress through the game.
  • The "Range" and "Attack" that is specified in tooltips for weapons/tools will now update dynamically based on skill.
  • Dismantling hide now uses the "Leatherworking" skill instead of "Tailoring".
  • "Leather Hide" is now just "Hide" and "Tanned Leather" is now just "Leather".
  • Tweaked and made consistent the color of bone items.
  • Multiplayer "Error code 2" now reveals the issue and potential fix for user and/or server admin.
  • The snow scarecrow will now leave behind non-meltable items when melted.
  • Added a "Developer Mode" option for Steam Deck users to toggle fullscreen mode in the event they are playing in desktop mode. (Thanks Geschrieben!)
  • Fishing a tile that cannot support any fish or items will now say so (instead of saying overfished).
  • Added a visual for "over-fished" tiles.
  • Doodads used in crafts can now receive the "Aptitude" magical property.
  • You can now see the stack of tiles when inspecting them.
  • 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.
  • Deep holes will allow water to be routed 100% of the time.
  • Protection now persists through building and picking up items, for example building a sailboat, riding it, 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.
  • You can now see how many times you've tamed or petted a tamed creature.
  • Added tooltips for all buttons on the action bar.
  • Menu sections are now highlighted when scrolled to via a section button.
  • Players will no longer be woken up from rest/sleep if the player around them can't actually get to them.
  • Swapping positions with creatures no longer causes an extra delay.
  • Tamed creatures now move around less when near the player/not busy with another task.
  • Petting will now also increase the creature's maximum health (to a much lesser extent than re-taming/offering).
  • 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 moves/drops equipped items.
  • Players with high taming skills can see the exact turn count when creatures untame.
  • 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!)
  • 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.
  • 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!)
  • 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.
  • There is now a chance for looted bags/backpacks to contain some items.
  • "Swords" are now referred to as "short swords".
  • Damage notifier icons are now shown on heavily damaged items when thrown or fired on the tile instead of above the player.
  • 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.
  • When an item with a colored border (ie, by quality or by it nearly being destroyed or decayed) is highlighted, the border now is now a brighter version of the normal color. (Thanks muzzy!)
  • There are now actions for moving the contents of containers (in both doodad & item form) between containers and to your inventory.
  • Resting or sleeping will no longer reset hunger/thirst timers so they immediately tick down after one turn while resting/sleeping.
  • Gathering no longer automatically picks up items.
  • Updated "A Powdery Catalog" book. (Thanks Feral Grumpicorn!)
  • "Gather With Hands" now has a description.
  • To help the user experience of working through a quest line, "Next Quest: " buttons are are now pinned to messages, ensuring that the player views the quest text as their pinned quest requirements update.
  • "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.
  • 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/dismantle/disassemble actions with colors based on the item.
  • Dripstones and stills now show a purification counter in their tooltip.
  • Dripstones and stills now have variable turns taken for desalination based on type.
  • "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.
  • Efficacy, success, quality chances and percentages are no longer shown when not meeting the requirements (as they were not accurate).
  • Action slots no longer automatically switch to "best item" until you attempt to use the slot a second time. (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.)
  • Advancing island turns is now nearly instant at the cost of accuracy.
  • 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.
  • 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.
  • Fires will now be more visible on tiles that contain items. (Thanks DerSimon!)
  • "Copal" has been removed and replaced with "Hide Glue" with similar uses/efficacy.
  • Changed some default action binds away from WASD keys, for example, Dismantle and Disassemble which caused many accidental actions.
  • You can now use the mouse to organize all items of a type or quality within a single container.
  • Doodads that block line of sight will now illuminate their surrounding tiles properly when on fire. (Thanks muzzy!)
  • When building or picking up containers, the container dialog now stays opened.
  • The skills and milestones dialogs now save their sort options when reloading the game. (Thanks 柯箴之!)
  • NPCs will now prefer to attack their attacker instead of the nearest player.
  • Killing creatures via traps, tamed creatures, or fire now provides the correct loot quality bonuses. (Thanks Art Shrival!)
  • The "days" shown on server details now are a cumulative total and average respectively across all islands.
  • Improved support for slow multiplayer connections.
  • NPCs can no longer spawn within line of sight to 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.
  • Trampling fire now produces messages for partial/failure events.
  • Equipment slots and action slots can now be inspected with the Inspect dialog.
  • Puddles now provide audio/visual cues when stepped on.
  • The islands dialog now displays waves as decorations between the islands.
  • Updated the appearance of the weight tooltip.
  • Equipped lit torches now provide heat.
  • 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.
  • The doodad version of "skill" magical properties will now have an "encircling" affix.
  • Action slots containing an item now highlight when the mouse is over the item in your inventory.
  • You can now navigate backward and forward through your Inspect dialog inspection history.
  • Useful item hover binds are now described in the inventory management help article.
  • Your carry & max weight now display 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.
  • New items were added to the challenge mode's "get item" quests.
Balance
  • Smoothed out the range in which aberrant creature defense scales with player skills.
  • Old educational scrolls now have the potential to provide more skill.
  • Ranged items now have an accuracy stat that determines the likelihood of hitting the intended target.
  • Tactics now ramps up your attack accuracy a bit slower.
  • Ranged action skills (throwing, marksmanship, and fishing) are now also used to improve the accuracy of the action.
  • Increased gem spawn rate and island maximums.
  • Golems are now exponentially more formidable based on type.
  • 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.
  • Increased slime splitting chances in the case where the slime was over its normal maximum health (more slime factory potential).
  • Using cages now costs durability. (Thanks riftborn!)
  • 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.
  • There is now a tile stacking limit using the "Set Down" action.
  • Tamed creatures will now have a higher chance of having "pity" points of damage.
  • 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.
  • Reduced the quality durability bonus of mastercrafted items slightly.
  • Vehicles can no longer be used as a container 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.
  • Challenge modifiers that apply permanent status effects can now appear alongside more 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).
  • Reduced the amount of food/water merchants will use, allowing them to keep more of their new/old stock.
  • 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!)
  • Reduced the weight of limestone and limestone powder.
  • Skeletons no longer attack immediately after animating.
  • Increased the quality of items merchants stock.
  • Hostile creatures will only attack tamed creatures when their owner is nearby. (Thanks warriorsforever482!)
  • Removed the concept of "ingots" and replaced it with a "smelted" version of ore, reducing amount of consumed materials needed to do metalworking.
  • 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 increases the chance of them spawning besides what civilization score they provide. (Thanks Nameless!)
  • Tin armor no longer has vulnerability to cold damage.
  • Invisible and mystery milestones will now display their name/description/progress after reaching 50% completion.
  • Increased cold and blunt vulnerability on bronze armor.
  • Decreased the maximum amount of hours you can sleep for.
  • 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.
  • Tongs are now required for any blacksmithing craft or disassembly that requires fire.
  • 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.
  • Skeletons will now fall back into remains after killing a player.
  • 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.
  • Mudskippers now accept more raw fish types and forms.
  • Shippers now have a bit more offensive capabilities.
  • 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 at gaining skill when failing.
  • Reduced chances of hardened coils spawning on lava.
  • Increased shark's attack and health values.
  • Increased the minimum amount of turns to sleep/rest.
  • The crafter milestone modifier now quadruples item durability.
  • Scarecrows will now disable creature spawning in their radius (instead of just a chance).
  • Some milestone modifiers no longer give additional items when respawning as a new character in a multiplayer server with "Hardcore Respawns" enabled. (Thanks Kowalth!)
  • Reduced default range for all ranged weapons/tools.
  • The default travel distance for thrown items or ranged weapons is the "range" property in addition to a skill bonus instead of any value in between 1 and the range/skill.
  • Creatures in the coastal (starting island) caves now deal less damage.
  • We hit the Steam post limit! See the full changelog here: https://www.unlok.ca/wayward/development-branch-update-part-2/
Aug 11, 2024
Wayward - Drathy
Welcome the 13th iteration of the Wayward newsletter, featuring a long-awaited status update, showcasing mods, and other tidbits!

Status Update

Firstly, no, Wayward is not dead. Behind the scenes, but not super behind the scenes, we have been pushing updates to the development branch pretty much the whole time. Unfortunately, we ran into several design snags while attempting to rid the game of that pesky reputation mechanic. Read more about that in the last newsletter if you haven’t already:

https://store.steampowered.com/news/app/379210/view/3882727783075132076

In order to satisfy all the playstyles with the new rune/deity-based systems, we still had to cling on to flawed progression metrics that could easily be gamed and circumvented to min/max the difficulty all the while being nearly as tedious/confusing as the previous system. We are now scraping that plan and coming up with something completely different. Deities and runes will still be in the mix, but not as a means to curb difficulty, at least directly.

Our current plan is that progression in the game (as in, harder creatures, access to new/better materials) will work more closely like other overworld RPG games instead of creatures of all types randomly spawning around you all based around a flawed, magical number.



Instead, creatures will have territories that increase in difficulty the further away from your spawn point and the further away from your starting island. These creatures like to stay close to their territory and will no longer chase you half across the world. This will allow players to keep their current playstyle and progress further only when they want to (or they run out of resources/things to do).

More information on this system is coming up soon!

Tile Targeting

This hasn’t been the only thing we have been working on of course. We have also implemented tile targeting, meaning you can now hover over a tile and perform actions there using the action menu (via right-click), which means you can actually aim your ranged attacks now!



You can also action slot these types of actions as well to save a few clicks/key presses:



Improved Creature Control

Tamed creatures now have a symbol above them to easily spot which creatures are tamed or not. You can now also control a group of creatures within a small radius using new flute items which can give multiple creatures commands at the same time without having to try to navigate to each of them.



These are just a few small previews of what is to come in what has become the biggest major update to date! Sorry about the wait!

Mod Showcase

Check out some of the recent modifications the community has created!

Blood Rites by SKIPPY

Do something with all that blood laying around! Blood containers, blood drinking, vampires and more!

https://steamcommunity.com/sharedfiles/filedetails/?id=3299372812

Windows Mod by TTastic

A very popular request, and a planned feature; TTastic does us all a favor and adds it into the game for us (for now!).

https://steamcommunity.com/sharedfiles/filedetails/?id=3271896900

Unbreakable Goodies by fercoraya

A remake of the popular "Master Crafter" mod. It makes mastercrafted and relic items unbreakable.

https://steamcommunity.com/sharedfiles/filedetails/?id=3008033731

Feature Voting

We always like to draw attention to our feature voting site which serves as an informal roadmap for the game. Take a look and vote on the features you'd like to see next:

https://www.waywardgame.com/vote

Discord

To join in to discuss all of the above or anything else related to Wayward, join our Discord!

https://discord.gg/wayward

End of Windows 7 Support

Along with Steam earlier this year, Wayward, going forward will be required to cease Windows 7 support due to upstream software changes. This means the next major release will no longer be supported on Windows 7. That being said, there are technically ways around this and of course, we offer the latest major release versions dating all the way back to May 11, 2016 (beta 2.0.5).

Leave A Review!

If you have a few minutes, please leave us a review on Steam. We use any feedback we get to make the game better!

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

Thanks for reading and stay tuned!
Wayward - Drathy
Hot off the heels of our latest newsletter, we are opening up our development branch to test all the latest additions and a poll to help name this release.

If you plan to partake in the testing of this release, after loading the game you will be greeted with a new special dialog explaining the current issues and/or status of the development branch including some bugs we are looking for feedback on. It will be quite buggy for the first little while!

Naming Ideas
Here are a few of the ideas we have so far for the name: https://strawpoll.com/XmZRxEvQ3nd

These are mostly deities related, but there are other new things in the update as well to draw inspiration from. Comment any new ones you can think of and/or vote for your pick!

Here Be Dragons Drakes

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

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

Report any issues you spot!

Here's the work-in-progress changelog so far:

New
  • You can now "stack" and "unstack" like items. Item stacks display as if they are the "best" item in the stack, with a quantity of how many total items are in the stack. You can hold "ctrl" to temporarily expand the stack your mouse is over.
  • Merchant trading has been redesigned.
  • Added wheelbarrows, allowing you to push and pull additional storage.
  • 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.
  • Added armor stands, allowing you to store armor and weapon sets visually with the ability to quick-swap certain builds.
  • The actions drawer now supports selecting a specific item type from a list of all discovered item types, and selecting a range of qualities.
  • 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 "heel" or "follow, but don't attack" command for tamed creatures.
  • Added crucibles, a new device for smelting ores.
  • Added a new type of skeleton that can appear from skeletal remains based on alignment and other factors.
  • Added a new "shadowy" creature.
  • Added a new magical property "persistence" which increases max item durability far beyond normal means among other bonuses.
  • Added aberrant versions of all fish.
  • Minecarts can now push other minecarts. The faster the tier of minecart, the more minecarts can be pushed.
  • Added conifer resins, pitch, and glue for use in new recipes and reinforcing.
  • The chance to craft mastercrafted items is now revealed at 100% skill.
  • Added two new books.
  • You can now drag actions from context menus to the action bar.
  • Added fish bones and glue.
  • Added notifiers when dual-wielding is enabled/disabled.
  • 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 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 an audio cue when encumbered or overburdened.
  • You can now set maxed skills as your in-game title.
  • Added an automatically updating notice to launching the development branch of the game.
  • Magical Binding now has a new action and use involving attack and defense bonuses.
  • Added a number of new sound effect variations around inventory management.
  • Added "Thaumaturgic", a new milestone and modifier for finding every type of magical property.
  • Added the "Runekeeper" milestone and modifier.
  • 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 OLED burn-in protection for HUD/UI elements.
  • Added a multiplayer option to pause server when desync occurs.
  • Each island now progresses or "ticks" independently.
  • Added a new help article about "Item Protection".
Improvements
  • The milestones dialog now displays milestone icons & can be resized to display multiple columns.
  • Added particle effects to crafting/dismantle/disassemble actions with colors based on the item.
  • Dripstones and stills now show a purification counter in their tooltip.
  • Dripstones and stills now have variable turns taken for desalination based on type.
  • "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.
  • Efficacy, success, quality chances and percentages are no longer shown when not meeting the requirements (as they were not accurate).
  • Action slots no longer automatically switch to "best item" until you attempt to use the slot a second time. (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.)
  • Advancing island turns is now nearly instant at the cost of accuracy.
  • 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.
  • 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.
  • Fires will now be more visible on tiles that contain items. (Thanks DerSimon!)
  • "Copal" has been removed and replaced with "Hide Glue" with similar uses/efficacy.
  • Changed some default action binds away from WASD keys, for example, Dismantle and Disassemble which caused many accidental actions.
  • You can now use the mouse to organize all items of a type or quality within a single container.
  • Doodads that block line of sight will now illuminate their surrounding tiles properly when on fire. (Thanks muzzy!)
  • When building or picking up containers, the container dialog now stays opened.
  • The skills and milestones dialogs now save their sort options when reloading the game. (Thanks 柯箴之!)
  • NPCs will now prefer to attack their attacker instead of the nearest player.
  • Killing creatures via traps, tamed creatures, or fire now provides the correct loot quality bonuses. (Thanks Art Shrival!)
  • The days and alignment server details now are a cumulative total and average respectively across all islands.
  • Improved support for slow multiplayer connections.
  • NPCs can no longer spawn within line of sight to 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.
  • Trampling fire now produces messages for partial/failure events.
  • Equipment slots and action slots can now be inspected with the Inspect dialog.
  • Puddles now provide audio/visual cues when stepped on.
  • The islands dialog now displays waves as decorations between the islands.
  • Updated the appearance of the weight tooltip.
  • Equipped lit torches now provide heat.
  • 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.
  • The doodad version of "skill" magical properties will now have an "encircling" affix.
  • Action slots containing an item now highlight when the mouse is over the item in your inventory.
  • You can now navigate backward and forward through your Inspect dialog inspection history.
  • Useful item hover binds are now described in the inventory management help article.
  • Your carry & max weight now display 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.
  • New items were added to the challenge mode's "get item" quests.
Balance
  • Removed the concept of "ingots" and replaced it with a "smelted" version of ore, reducing amount of consumed materials needed to do metalworking.
  • 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 increases the chance of them spawning besides what civilization score they provide. (Thanks Nameless!)
  • Tin armor no longer has vulnerability to cold damage.
  • Invisible and mystery milestones will now display their name/description/progress after reaching 50% completion.
  • Increased cold and blunt vulnerability on bronze armor.
  • Decreased the maximum amount of hours you can sleep for.
  • Trampling fire can now increase or decrease its strength along with its ability to spread/be stomped out.
  • Reduced the amount of ore per resource tile slightly.
  • Increased the difficulty of crafts advanced through master slightly, making efficacy/skill more useful at higher levels.
  • You can no longer go over the reputation/alignment cap. Anything that checked for this will now just check that you are at the cap instead.
  • 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.
  • Tongs are now required for any blacksmithing craft or disassembly that requires fire.
  • 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.
  • Skeletons will now fall back into remains after killing a player.
  • 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.
  • Mudskippers now accept more raw fish types and forms.
  • Shippers now have a bit more offensive capabilities.
  • Aberrant fish no longer can move under the player.
  • Shippers no longer stop to attack creatures if they are actively shipping items.
  • Shippers no longer can have their boats damaged by creatures. (Thanks Nameless!)
  • 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 at gaining skill when failing.
  • Reduced chances of hardened coils spawning on lava.
  • Increased shark's attack and health values.
  • Increased the minimum amount of turns to sleep/rest.
Bug Fixes
  • 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.
  • Fix 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 generated tiles always being damaged when dug up. (Thanks muzzy!)
  • 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.
  • Drastically improved the performance of opening the actions drawer by slotting an item without a primary use.
  • 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 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 the "reputation" label not working correctly in the multiplayer server browser.
  • Fixed fires able to be in exist but 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 line of sight not being calculated when stepping outside of a cave after loading a save. (Thanks muzzy!)
  • Fixed protected seeds being plantable. (Thanks muzzy!)
  • Fixed disassembling items re-rolling magical properties. (Thanks muzzy!)
  • Fixed some fairy ring templates not working.
  • Fixed line of sight not being recalculated when placing walls. (Thanks muzzy!)
  • 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 dialogs staying opened 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 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
  • 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%.
  • Improved load times when joining a multiplayer game with players on many different islands.
  • Generated item outline sprites are now cached in a better way, potentially preventing some hangs on "Loading Items".
  • Refactored the internals of the Mod system.
  • 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.
Modding
  • Fixed modded ItemTypeGroup's not including nested ItemTypeGroup items.
Mods
Magicology
  • Added item group for craftable items
Debug Tools
  • Added a "Crash WebGL" button for testing purposes.
  • Fixed "Revert Death" being duplicated when canceling quitting the game.
  • Fixed changing maximum health not saving/updating properly.
  • Healing yourself will no longer disable noclip.
  • You can now add all items matching the dropdown filter text to a container.
  • Added the ability to increase/decrease stat maximum values.
  • The "inspect item" binding now works much more consistently.
  • Filtered out heat & cold insulation from the editable stats in the Inspect dialog. (Thanks TheUnnamedStranger!)
  • Renamed the Invulnerable option to Unkillable. (Thanks TheUnnamedStranger!)
TARS
  • 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 is crafted with snowflakes and increased the feathers/cloudstones required to craft it.
Nov 27, 2023
Wayward - Drathy
Welcome the 12th iteration of the Wayward newsletter, featuring future plans, dissecting current issues, showcasing mods/media, and more!

Beacon’s Call Postmortem

The last major update and the patches thereafter were a big step in improving player experience and smoothing out the starting of the game. Whether it was the addition of dripstones, adding freshwater rivers to the starting island, reputation tweaks, spawning location improvements, or additions to the Starter Quest - there was tons done to refine the early game. While there’s still lots of work to be done here, the feedback has been pretty positive there.

That’s not to say mid-late game players also didn’t get some goodies here either. Ports and shippers offer up a way to transport items across islands. Gems and golems provide a late-game milestone to search out and create. Creature cages add an easy method of transporting creatures, especially across islands. Creature commands provide incentives for making long-time friends with your tamed companions. Bookcases adds bonuses for keeping all the lore and text in the game. These are just a few of the features added in the last major update if you haven’t had a chance to check it out yet.

New Beginner’s Guide Video

Speaking of new players, I recently put out a new updated beginner’s guide video going through the Starter Quest and handing out a few additional tips and tricks while doing so.

https://www.youtube.com/watch?v=XbReL-OzoFM

Upcoming Reputation Changes

You may have already seen a hint of this change with the renaming of “Reputation” to “Ferocity” which better explains its effects. This is just the beginning of it though. To explain, reputation in Wayward has always been a "difficulty slider", but one done through in-game mechanics and lore. The whole purpose of it has not been one of ecological commentary, but rather, to provide players a way to modify the game to their liking and playstyle. The issues with it are many but include:

  • What increases/decreases reputation is unknown to the player natively and must be discovered.
  • Actions can sometimes increase and decrease reputation at the same time, leading to net-neutral changes.
  • Some actions can be exploited to gain or lower reputation, leading to a lot of tedious gameplay like using the same action/mechanic over and over again.
  • It forces some actions/playstyles that a player may not want to do just because they want to keep a certain difficulty.
  • It's confusing to new players, but new players have to be aware of it so they can tweak their difficulty.
  • It's balanced in a way that over time, the game is supposed to get harder; however, depending on the player's playstyle this intent can be lost.
Deities to save the day! As paying homage to its roguelike roots, Wayward will be introducing deities, invoking, and sacrifice; a common staple of the genre. While this has been planned for years now, it was always meant to augment reputation, but now it will be replacing it. This system will solve every point above as actions no longer impact the difficulty of the game. You are free to do whatever you want. As you play, the difficulty of the game will increase naturally, but, the player has direct control over this. They can devote themselves to the deities of the island to offset this. Later on, they can even sacrifice collectable runes (dropped to the player when performing actions) to swing difficulty in either direction with a single action.



We would consider adding an in-game difficulty slider to be a failure. We would rather continue to iterate on the concept of dynamic difficulty and I really think we got it feeling really good this time around.



Upcoming Inventory/Container Overhaul

The next piece of the old UI is on the chopping block!

If you are not familiar with the backstory here; we slowly have been redoing pieces of UI to modernize it (maintenance-wise) and provide new features/improvements all of which eventually will allow us to do full controller support. This is something we have to work on over time as it is a huge undertaking and a lot of it is near-invisible to most players. After this one, the next and final one to port over is the crafting dialog.

As an added bonus this time around, we will be adding a much-requested feature that is very much visible to players. Item stacking! Simply CTRL+click an item to stack it together. Hold CTRL to preview the stack, and CTRL+click it again to unstack it.



Development Branch

The development branch where you can test all these changes should be live soon. We are planning by the end of this week to reenable it for all the eager testers out there. Stay tuned for the development branch announcement!

Feature Voting

Something that we always like to mention in these newsletters is that our feature voting page works as an impromptu roadmap for the game - but one where players get to pick what they see as most important. Check it out and cast your vote for upcoming features:

https://www.waywardgame.com/vote

Media Showcase

As has become a yearly-ish tradition, Splattercat has recently released a new video on Wayward. Funnily enough, he mentions the reputation issues mentioned above, leading to the impetus for us to focus on that system.

https://www.youtube.com/watch?v=0pftFxUBjpM

If you have been keeping up on the updates during this lull in updates, you probably have already seen these teaser videos, but if not, check out a preview of armor stands and wheelbarrows, two highly requested features coming up in the next release:

https://www.youtube.com/watch?v=TQgZ-98dq_Y

https://www.youtube.com/watch?v=3LzoCh_1ETs

Mod Showcase

Check out some of the recent modifications the community has created!

Player-Owned Areas by HDJam

Adds the ability to claim areas, protecting them from other players. A great utility for dedicated servers to prevent griefing or setting up custom scenarios/challenges.

https://steamcommunity.com/sharedfiles/filedetails/?id=2992525255

Quality Tile Colours by Kitsune

Quickly becoming the most popular Wayward Workshop submission, this mod displays small colorized sparkles on tiles and doodads with quality.

https://steamcommunity.com/sharedfiles/filedetails/?id=2990505230

Jeeves - Unofficial Update by Dark Helix

An unofficial port/update of the once-popular mod, Jeeves by Cringe which allows management of items on the ground - showing them in a container dialog.

https://steamcommunity.com/sharedfiles/filedetails/?id=2964370715&searchtext=

Fantasy Customizations by Sensakuma

Adds a ton of custom hairstyles (some fantasy-based), exotic skin tones, and more.

https://steamcommunity.com/sharedfiles/filedetails/?id=2978026244&searchtext=

Quick Stack by FluffyWuffletonTheFierce

A tool for automatically moving and sorting items based on filtered item types and groups.

https://steamcommunity.com/sharedfiles/filedetails/?id=2854879083&searchtext=

Autumn Sale

If you are reading this before the 28th of November, you still have a chance to grab Wayward for -25% off as part of the Steam Autumn sale.

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

Leave A Review!

If you have a few moments to spare after reading this, we would love it if you shared your feedback on the game with us in the form of a Steam review. It helps us a lot!

Thanks for reading and stay tuned!
Wayward - Drathy
Okay, I've almost lost track of the times I said this would be the last patch for Beacon's Call, yet, here's another one! This one is another small patch that fixes some issues that are a bit more pressing and we would rather not wait until the next major release to get them out there to the players. See the details below!

Bonus Promo: I recently did a new Beginner's Guide video for Wayward. Check it out here if you are having trouble starting out in Wayward:

https://www.youtube.com/watch?v=XbReL-OzoFM

Bonus Tip: For a more continuous fresh water collection, try out wells! Wells can be built in many locations, but only some provide fresh water. When trying to find a good spot, a rope is your best friend. Use the "Test Depth" action on a rope after placing a well to see its water status. Some locations will provide water over time, and some will be infinite (although this is rare). This all depends on what exists under the well within the caves. If you are getting swamp or seawater in your well, you are too close to a swamp or seawater source and will need to move the well, or move the offending water. Non-infinite wells will fill over time, so you must wait for them to gather water; so one strategy would be to build several of them for a good supply.

New
  • Action slots that aren't configured to use specific items are now automatically brought into new saves by default. This functionality can be disabled in the action bar options.
  • Added an option to configure the screen position of the Steam Input Keyboard on Steam Deck.
Improvements
  • Using the + and - buttons in the action bar now add and remove whole rows at a time instead of individual action slots. You can hold shift if you want to add/remove individual slots still.
  • Only automatically open the Steam Input Keyboard on Steam Deck when the text input is important or when the input is clicked again.
  • You can now change the default modifier order for action bar rows. (For example, by default the rows are None, Ctrl, Shift, Alt, and you can change it to None, Shift, Ctrl, Alt, among all other possible combinations.) This feature can still be overridden by setting custom slot bindables.
  • The primary resource of basalt ground is now basalt.
Balance
  • You can no longer learn recipes from crafted items from other players when using the Rouseabout milestone modifier.
Bug Fixes
  • Fixed sleeping/resting taking too long/locking up the game. (Thanks CaptainSparklebutt!)
  • Fixed action slots becoming very slow on islands with an excessive amount of items. (Thanks Veeyu!)
  • Fixed generated doodads getting incorrect weight values. (Thanks Anketam!)
  • Fixed multiple items that could go under 0.1 weight using featherweight and refining. (Thanks King Smidgens!)
  • Fixed glowing magical properties not stacking with torches properly. (Thanks Aresff!)
  • Fixed exuding leading to decimal values sometimes.
  • Fixed "void" being able to be a treasure location. Note that this fix will only apply to treasure maps for islands generated after this update. (Thanks Veeyu!)
  • Fixed rare multiplayer desyncs related to magic properties.
  • Fixed multiplayer desyncs when using the upgrade action. (Thanks Veeyu!)
  • Fixed {1} after crafting efficacy in messages. (Thanks Nameless!)
  • Fixed soem typos.
Modding
  • Mod compilation should now be faster due to no longer typechecking the base game definitions when compiling a mod.
  • Fixed "@Register.stat" requiring a tooltip. (Thanks Sensakuma!)
Mods
TARS
  • Fixed TARS getting stuck when overburdened.
  • Fixed issues regarding picking up dripstones. (Thanks GrayStillPlays!)
  • Fixed TARS killing a creature and then forgetting to carve it.
Wayward - Drathy
So, it looks like the last patch wasn't the last one after all. We have another small patch that fixes some new issues that popped up and adds some other smaller improvements. Now, this should be the last one as we work on the next major update.

Bonus Promo: The Steam Summer sale is still live! Enjoy -30% off Wayward or -10% off the soundtracks until the 13th.

Bonus Tip: Feeling stuck? Check out the Starter Quest, available by default by pressing “U”, clicking the “Quests” icon in the top button bar, or clicking the pinned “Welcome” box near your messages.

Improvements
  • You can now hold the mouse down on action slots to keep using them.
  • You can now "auto-use" action slots when overburdened — when no slots are usable, the "walk to tile" path will be cancelled. When overburdened, "walk to tile" is no longer available.
  • The "eat" action now prefers using items with less decay time remaining first. (Thanks httpsnet!)
  • "Auto-use" now no longer automatically uses actions when you have no stamina. (Thanks Grub!)
  • Island distance calculations are now circular — sailing in any direction changes things at a fixed rate, rather than diagonals increasing faster.
  • The Starter Quest now explains input sequences for assigning items to action slots.
  • The Starter Quest now teaches how to use action slots without items.
Bug Fixes
  • Magical item properties are now absorbed and exuded as percentages, fixing issues with featherweight and other properties based on item stats. (Thanks Veeyu!)
  • Fixed action bar bindings being used over context menu bindings. (Thanks Aresff!)
  • Fixed "Move All" actions in the item actions menu not displaying type & quality anymore. (Thanks Kargen Dracos!)
  • Fixed being able to move on top of other players while they are connecting.
  • Fixed far-away islands not having tooltips or being clickable in the islands dialog. (Thanks Deadpull!)
  • Fixed taking damage sometimes not stopping path to tile. (Thanks Grub!)
  • Fixed multiplayer desyncs related to dangerous movement animations. (Thanks Veeyu!)
  • Fixed multiplayer desyncs that occurred when multiple players, who were on different islands, were all joining at the same time.
  • Fixed multiplayer desyncs that occurred when traveling. (Thanks Veeyu!)
  • Fixed certain plants being spawned as "bare". (Thanks Veeyu!)
  • Fixed action slot action icons no longer having transparency when not usable. (Thanks Rainshine!)
  • Fixed outdated references to old recipes in the Starter Quest. (Thanks Storm!)
  • Fixed action slot tooltips being incredibly laggy and flickery. (They are now only slightly laggy and flickery. (Further down the line we'll rework the internal systems behind tooltips to get them faster. (Hopefully.)))
  • Fixed the active container icon being broken on higher interface scales. (Thanks ChrisLivingIt!)
  • Fixed tile quality not transferring in some cases.
Modding
...

Search news
Archive
2025
Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002