Beta 2.1 started out a bit rough, but through a series of patches, we ironed out most of the issues with the latest installment, beta 2.1.3. Thanks to all those who contributed issues and feedback. We definitely don't mean to have a public quality assurance period; however, it's just the nature of building games with lots of depth with a small development team. We really look towards the community for feedback and we are pretty proud of our track record of implementing things the community wants. You'll see a large focus on that in the upcoming beta 2.2.
Depth is not something we want to sacrifice with Wayward going forward. The game will definitely get more and more content and become more complex as time goes on throughout this heavy development phase while in Early Access.
Upcoming Beta 2.2
If you follow the development of Wayward, you will know we are currently hard at work on 2.2. We have two words for you: CREATURE TAMING!
A highly requested feature, taming will be implemented in beta 2.2 along with a giant list of improvements, bug fixes and more content! We won't spoil too much, but if you are interested in all the great stuff we have put in so far, check out the "2.2 Done" column in Trello:
I think we promote our Discord channel enough, but I just wanted to announce that we recently set up a development bot that announces changes in real time, coming straight from our Trello todo list in our #wayward-dev channel.
Join the group if you want to stay up to date with all the major announcements. I think if you "Follow" Wayward through the normal Wayward Steam store page, it automatically "joins" the group.
Developer FAQ
We get a lot of repeat questions. WHY NO MULTIPLAYER?!?11
I thought I would address a lot of these with our new Developer FAQ page:
Beta 2.1 started out a bit rough, but through a series of patches, we ironed out most of the issues with the latest installment, beta 2.1.3. Thanks to all those who contributed issues and feedback. We definitely don't mean to have a public quality assurance period; however, it's just the nature of building games with lots of depth with a small development team. We really look towards the community for feedback and we are pretty proud of our track record of implementing things the community wants. You'll see a large focus on that in the upcoming beta 2.2.
Depth is not something we want to sacrifice with Wayward going forward. The game will definitely get more and more content and become more complex as time goes on throughout this heavy development phase while in Early Access.
Upcoming Beta 2.2
If you follow the development of Wayward, you will know we are currently hard at work on 2.2. We have two words for you: CREATURE TAMING!
A highly requested feature, taming will be implemented in beta 2.2 along with a giant list of improvements, bug fixes and more content! We won't spoil too much, but if you are interested in all the great stuff we have put in so far, check out the "2.2 Done" column in Trello:
I think we promote our Discord channel enough, but I just wanted to announce that we recently set up a development bot that announces changes in real time, coming straight from our Trello todo list in our #wayward-dev channel.
Join the group if you want to stay up to date with all the major announcements. I think if you "Follow" Wayward through the normal Wayward Steam store page, it automatically "joins" the group.
Developer FAQ
We get a lot of repeat questions. WHY NO MULTIPLAYER?!?11
I thought I would address a lot of these with our new Developer FAQ page:
Today we have a quite substantial patch ready for ya'll. We wanted to do one sooner, but we thought we would release something a bit more significant potentially as the last patch in the 2.1.x series. Time to work on some bigger things once again!
There's a few bugs and improvements that have been sitting on our todo for quite some time, many of which we hope will help ease some new players into the game.
Thanks to all that made your voice heard and helped us out on balancing and finding/reporting any remaining bugs.
Bugs
Fixed an issue where items that decayed/changed into other items (fruit to seeds, or raw meat to rotten meat) did not shift in weight.
Fixed items that once had decay no longer are sorted with that decay still set (with sort by decay).
Fixed an "undefined" message when getting a status effect from a doodad.
Fixed an error that occurred when trying to repair wooden doors.
Fixed a bug that made aberrant monsters scared. Aberrant monsters should never be scared unless they are low health.
Fixed the build version not outputting in console for Mac OS X.
Fixed an issue where desert templates could spawn in to too close to sea water.
Fixed a bug that would stop a highlight (from Starter Quest/hints) prematurely if more than one called.
Fixed an issue where the daily challenge hint was not showing up when going to Daily Challenge.
Fixed an issue where scrollbars could shift item positions on certain sizes of inventory/containers/equipment/crafting windows.
Fixed an issue where skill in parrying would actually increase burn damage instead of reduce it.
Fixed a bug where you could open a context menu while the game was loading.
Fixed a bug where you would not earn the gatherer milestone unless you were using an ineffective tool for gathering.
Balance
Monsters have a slightly higher chance to lose interest.
Reduced weight of limestone, talc, sharp rocks and knifes slightly.
Abandoned house templates now have a higher chance to have missing walls/floors/etc.
Reduced max damage and increased max health of claw worms.
Doubled raft durability.
Re-balanced stoke fire values to make more sense with dismantling (all items equal up to their base items).
Slight malignity skill tweaks. Decreased malignity slightly for anatomy, parrying, tinkering and woodworking. Increased malignity on tactics, and very slightly on mining and lumberjacking.
Improvement
Wooden poles can now be used to stoke fire.
Corrected how single walls would show up as a single vertical columns instead of horizontal walls.
Starter Quests now have a back button for going back a quest and skip button if you have already done the quest (saved across all saves).
Increased the opacity of non-craftable items. They are now slightly grayed out as well.
The corpse carving hint will no longer show for blood.
When the Steam overlay is off, mods/link navigation is now done using your default browser instead of the internal one.
Improved default dialog positions and sizes.
Collecting doodads will now log what you have received in your inventory if returning more than one item.
Tweaked the sandstone pond template to make more geological sense. Fresh water is now contained inside.
The monument and raft templates now no longer have a chance to be degraded (missing tiles).
Improved color accuracy on many particles.
Renamed "Collect Object" to "Collect Object With Hands" for less confusion.
Tweaked some inspection text to mention the new world tool-tips in hints.
Fixed some tiepoz and tweaked a few lines in Starter Quest.
You will now always spawn with a wooden pole (to unlock necessary starter crafts and information).
Tweaked wording on wooden poles to mention coming from branches/logs.
New
All doodads have unique particle colors and will show on gather/trample.
Today we have a quite substantial patch ready for ya'll. We wanted to do one sooner, but we thought we would release something a bit more significant potentially as the last patch in the 2.1.x series. Time to work on some bigger things once again!
There's a few bugs and improvements that have been sitting on our todo for quite some time, many of which we hope will help ease some new players into the game.
Thanks to all that made your voice heard and helped us out on balancing and finding/reporting any remaining bugs.
Bugs
Fixed an issue where items that decayed/changed into other items (fruit to seeds, or raw meat to rotten meat) did not shift in weight.
Fixed items that once had decay no longer are sorted with that decay still set (with sort by decay).
Fixed an "undefined" message when getting a status effect from a doodad.
Fixed an error that occurred when trying to repair wooden doors.
Fixed a bug that made aberrant monsters scared. Aberrant monsters should never be scared unless they are low health.
Fixed the build version not outputting in console for Mac OS X.
Fixed an issue where desert templates could spawn in to too close to sea water.
Fixed a bug that would stop a highlight (from Starter Quest/hints) prematurely if more than one called.
Fixed an issue where the daily challenge hint was not showing up when going to Daily Challenge.
Fixed an issue where scrollbars could shift item positions on certain sizes of inventory/containers/equipment/crafting windows.
Fixed an issue where skill in parrying would actually increase burn damage instead of reduce it.
Fixed a bug where you could open a context menu while the game was loading.
Fixed a bug where you would not earn the gatherer milestone unless you were using an ineffective tool for gathering.
Balance
Monsters have a slightly higher chance to lose interest.
Reduced weight of limestone, talc, sharp rocks and knifes slightly.
Abandoned house templates now have a higher chance to have missing walls/floors/etc.
Reduced max damage and increased max health of claw worms.
Doubled raft durability.
Re-balanced stoke fire values to make more sense with dismantling (all items equal up to their base items).
Slight malignity skill tweaks. Decreased malignity slightly for anatomy, parrying, tinkering and woodworking. Increased malignity on tactics, and very slightly on mining and lumberjacking.
Improvement
Wooden poles can now be used to stoke fire.
Corrected how single walls would show up as a single vertical columns instead of horizontal walls.
Starter Quests now have a back button for going back a quest and skip button if you have already done the quest (saved across all saves).
Increased the opacity of non-craftable items. They are now slightly grayed out as well.
The corpse carving hint will no longer show for blood.
When the Steam overlay is off, mods/link navigation is now done using your default browser instead of the internal one.
Improved default dialog positions and sizes.
Collecting doodads will now log what you have received in your inventory if returning more than one item.
Tweaked the sandstone pond template to make more geological sense. Fresh water is now contained inside.
The monument and raft templates now no longer have a chance to be degraded (missing tiles).
Improved color accuracy on many particles.
Renamed "Collect Object" to "Collect Object With Hands" for less confusion.
Tweaked some inspection text to mention the new world tool-tips in hints.
Fixed some tiepoz and tweaked a few lines in Starter Quest.
You will now always spawn with a wooden pole (to unlock necessary starter crafts and information).
Tweaked wording on wooden poles to mention coming from branches/logs.
New
All doodads have unique particle colors and will show on gather/trample.
Here's another quicker, smaller patch tweaking a few things including weights which has been a new struggle for some players since beta 2.1.
We've also identified the issue with the game not wanting to run on some Windows 7 machines. Unfortunately we haven't been able to single out which Windows 7 configurations are affected, so we have applied the fix to all Windows 7 installs which will disable the Steam overlay (the thing that was crashing the game). If you were on Windows 7 and were not effected by the issue and want the overlay back, you can overwrite this change by opening/editing the file "launch_options.json" in your Steam's Wayward folder and changing the following line:
"inProcessGpu": false,
to:
"inProcessGpu": true,
If you are still crashing, please make sure your inProcessGpu is set to false as mentioned above. We'll look into the future possibility of bringing this back/fixing it, although, upon some research, the Steam overlay is not even technically supported by Valve on our technology platform. So, ya, there's that...
On with the changelog:
Bugs
Disabled the Steam overlay on all Windows 7 machines which crashed the game for many users, read the statement above for more information.
Fixed blank world tool-tips appearing on occasion when moving.
Improvements
The highlight effect that shows up from the Starter Quest and the help/hint dialog now disables itself after 10 seconds.
Wooden poles are no longer mentioned as craftable in the Starter Quest.
Saltpeter is now in the "powder" grouping.
Balance
Many weights have been reduced including: all powders, all fired clay items, clay flakes, sharp glass, stone knifes, pemmican, and sharpened rocks. This will only be applied to new items.
Containers now reduce 50% of item weight instead of 25%.
Increased health and base defense for krakens.
Decreased maximum attack value for drakes.
Decreased base defense for acid spitter demons.
Reduced player weight bonus very slightly (still above what it was in 2.0.x) to help balance rest of weight changes.
You can now only add so much fuel to torches (previously unlimited) and is based on the torch type.
Technical
The build version is now logged in the console/logs (useful for those playing on the developer branch).
Mods
[Argus] You can now see the argus item equipped to your hands.
Here's another quicker, smaller patch tweaking a few things including weights which has been a new struggle for some players since beta 2.1.
We've also identified the issue with the game not wanting to run on some Windows 7 machines. Unfortunately we haven't been able to single out which Windows 7 configurations are affected, so we have applied the fix to all Windows 7 installs which will disable the Steam overlay (the thing that was crashing the game). If you were on Windows 7 and were not effected by the issue and want the overlay back, you can overwrite this change by opening/editing the file "launch_options.json" in your Steam's Wayward folder and changing the following line:
"inProcessGpu": false,
to:
"inProcessGpu": true,
If you are still crashing, please make sure your inProcessGpu is set to false as mentioned above. We'll look into the future possibility of bringing this back/fixing it, although, upon some research, the Steam overlay is not even technically supported by Valve on our technology platform. So, ya, there's that...
On with the changelog:
Bugs
Disabled the Steam overlay on all Windows 7 machines which crashed the game for many users, read the statement above for more information.
Fixed blank world tool-tips appearing on occasion when moving.
Improvements
The highlight effect that shows up from the Starter Quest and the help/hint dialog now disables itself after 10 seconds.
Wooden poles are no longer mentioned as craftable in the Starter Quest.
Saltpeter is now in the "powder" grouping.
Balance
Many weights have been reduced including: all powders, all fired clay items, clay flakes, sharp glass, stone knifes, pemmican, and sharpened rocks. This will only be applied to new items.
Containers now reduce 50% of item weight instead of 25%.
Increased health and base defense for krakens.
Decreased maximum attack value for drakes.
Decreased base defense for acid spitter demons.
Reduced player weight bonus very slightly (still above what it was in 2.0.x) to help balance rest of weight changes.
You can now only add so much fuel to torches (previously unlimited) and is based on the torch type.
Technical
The build version is now logged in the console/logs (useful for those playing on the developer branch).
Mods
[Argus] You can now see the argus item equipped to your hands.
We've been following along with all the issues players have been reporting so far with 2.1. We wanted to address them as soon as possible to let new and old players alike get the best possible experience with Wayward.
Please let us know if you find any other problems and we'll be sure to get them fixed up ASAP as always.
There's been some reports that running it from the folder directly has helped, or creating a shortcut to run the game as an administrator and running that through Steam has worked as well.
Balance
Removed malignity increase on digging.
Increased creature malignity spawning values (tougher creatures come in a bit later, depending on how you interact with the world).
Reduced tree bark weight (and thus the stripped bark that can be made from it).
Reduced weight for plant roots, sinew, mortar and pestles, and sundials.
Reduced weight in each step of turning a bone/bones into a bone pole, sharpened bone, then to a bone needle.
Reduced woven fabric string requirement by 1 string.
Decreased overall healing failure chance and disabled the ability fail when above 25% in skill.
Bugs
Fixed a bug that could result in refined sand as being 0 or negative weight.
Fixed an issue that could result in some items giving double weight based on their components (bone needle).
Fixed an error when eating spider eggs.
Fixed a grammar issue with the "Set Down" item use.
No more Golden Wwords.
Possibly fixed some issues where music would skip back to the start of the song, and randomly change to a new track. Let us know if you are still getting this issue.
Technical
Upgraded to Electron 1.3.1. Unfortunately this didn't help the Windows 7 issue as far as we can tell.
We've been following along with all the issues players have been reporting so far with 2.1. We wanted to address them as soon as possible to let new and old players alike get the best possible experience with Wayward.
Please let us know if you find any other problems and we'll be sure to get them fixed up ASAP as always.
There's been some reports that running it from the folder directly has helped, or creating a shortcut to run the game as an administrator and running that through Steam has worked as well.
Balance
Removed malignity increase on digging.
Increased creature malignity spawning values (tougher creatures come in a bit later, depending on how you interact with the world).
Reduced tree bark weight (and thus the stripped bark that can be made from it).
Reduced weight for plant roots, sinew, mortar and pestles, and sundials.
Reduced weight in each step of turning a bone/bones into a bone pole, sharpened bone, then to a bone needle.
Reduced woven fabric string requirement by 1 string.
Decreased overall healing failure chance and disabled the ability fail when above 25% in skill.
Bugs
Fixed a bug that could result in refined sand as being 0 or negative weight.
Fixed an issue that could result in some items giving double weight based on their components (bone needle).
Fixed an error when eating spider eggs.
Fixed a grammar issue with the "Set Down" item use.
No more Golden Wwords.
Possibly fixed some issues where music would skip back to the start of the song, and randomly change to a new track. Let us know if you are still getting this issue.
Technical
Upgraded to Electron 1.3.1. Unfortunately this didn't help the Windows 7 issue as far as we can tell.
We are super happy to finally unleash our first major patch to the beta 2.x series on Steam. We've spent the last few months fixing, patching, adding, and changing tons of stuff.
This release, much like the previous have been shaped by the community. We unfortunately could not fit everything people have requested so far in to 2.1, but we are making leaps and strides; marching onward towards the ever-elusive, non-beta release. That being said, we still have a 2.2 planned, and likely a 2.1.1 if things turn out to be really broken. We still have tons of ideas to implement.
If you are not wanting to update yet (simply due to mod compatibility, or other issues), you can always manage what version you are at. Simply disable automatic updates for Wayward in Steam, or change your beta/branch. Get help with this, with the following guide:
https://www.youtube.com/watch?v=UwJqaoraBKU There's tons of stuff not mentioned in the video. If text is more of your thing, have fun with the following giant changelog. Wall of text mode activated!
New (39 changes)
Two new monsters added, both with unique abilities.
18 new items added, some with unique uses/placements.
Five new doodads added.
One new terrain type (tile) added.
Your equipment now changes your character's in-world "appearance". Hey, that's the name of the release!
Five new milestones added and milestones now have preset hidden/invisible status (instead of randomized) to prevent spoilers.
You can now choose the default item use for items in your quickslots (shown as a check mark).
Items now have variable weights. They will also transfer to the craft exactly (solving many inaccurate weights previously). Some weights have also been rebalanced.
A new dismantle item action has been added to break down items into parts. For example, dismantling a log will produce wooden poles and tree bark. A quest for this has been added to the Starter Quest.
Talent has been replaced by "Malignity". You can now increase and decrease your malignity (essentially making the game harder or easier dynamically) by certain actions, crafts, and skill gains. Because of this change, your actual score is now separate from malignity. Hovering over the malignity icon will show all three values.
Highlighted in-need-of-repair items (red borders) will now show in yellow (instead of the normal white).
Low durability items will now make a unique sound when being damaged.
You can now bind keybinds to mouse clicks (1/2/3).
New crafts are now highlighted in yellow and disappear after hover.
Clicking each inventory sort option will now reverse it when clicked multiple times.
You can now sort by decay, durability and quality.
You can now hover over world items, doodads, and monsters to get inspection information via a tool-tip (can be disabled in options).
There's now a "Pour on Yourself" action for water that will soothe burn injuries. "Cure" items no longer cure this status (medicinal items). Charcoal bandages now heal instead of cure because of this change.
Crafts are now also highlighted as you move over items in your inventory, showing what item is used in which craft.
Doodad resources, monster loot and corpse carve resources now have random chance added to them. Most previous resources/items remain at 100% chance, although some tweaks were made and new items were added.
Prefix and plural support has been added to items, doodads, monsters, and item groups. This will allow for many grammar improvements in text, especially for other languages.
The bear now has a swimming graphic.
When inspecting wooden chests or items on the ground, items are now listed with qualities highlighted in color and are combined together (for example, 5 tinder).
There has been tool-tips added to enable/disable options, describing what each do.
There is a new option which binds the item's menu to right-click instead of left click.
You can now repair doodads without having to pick them up. Very useful for repairing walls.
Added an option for keeping your inventory sort option active (when getting new items).
Hints/help and the Starter Quest will now highlight UI elements, items and more based on context.
Added carve to the actions menu (if you have item for it).
Added an option to skip the Unlok intro.
The music now speeds up a bit when you are low on health.
Aberrant monsters now sound a bit different from their normal counter-parts.
A dialog opacity slider has been added to the options.
Three new hints added: "Malignity", "Crafting Failures", and "Moving Items".
Added a raft bobbing animation.
Added dynamic message loading for the message dialog so the game would not become slow in long playthroughs when using it. This also fixed some potential memory leaking.
Added a scroll to zoom option (for those wanting to disable scroll wheel zooming).
Zombies and skeletons now can respawn (if not carved up).
Added error checking on game importing.
Bugs (29 changes)
Fixed an oversight where containers would not actually reduce decay of items.
Fixed an AI bug that would lead bears and krakens to get stuck on non-passable terrain too often.
Fixed a bug where using the hotkey button for in item menu (1, 2, 3, etc.) would also cause you to use that quickslot number's item.
Fixed an issue that caused some hardware configurations and/or installed software to cause Wayward not to be able to run.
Fixed a bug where two or more hints could appear at the same time, causing one or more to never trigger again.
Fixed a bug where wrought iron could be used for iron bullets/arrowheads.
Some items have been removed as repairable that were not intended to be repaired.
Fixed an oversight where scared/low health monsters would not try running away from the player as intended.
Fixed an issue where locked wooden chest loot was not randomized correctly.
Fixed a bug where placing soil over a burning tree would douse the flames, but no other messages or response was generated (did not remove the item).
Fixed an issue where message ellipsis was not displayed (when being truncated) when text messages were culled.
Fixed an audio issue where sounds would not play again if they were already in the middle of playing.
Fixed a bug that didn't really exist where non-flammable doodads could start on fire if their tile below was flammable (grass).
Fixed some instances where randomness was not predetermined based on seed.
Fixed intensity of blood color on corpses and other particle inconsistencies.
Fixed an issue where carving an acid spitter demon was not giving an anatomy skill raise.
Fixed the fire strength message not being fully accurate.
Fixed an issue where raft usage was not saved when quitting/loading the game.
Fixed a bug where travelling/sailing away would remove the water and their containers instead of just the water. Foods eaten on your travels will also return any items they give on being eaten (like seeds) as well.
Fixed a bug where gardening would not give the correct skill (Botany/Mycology) based on doodad type.
Fixed a bug where the "something in the way of your gathering" message would spam your messages while walking into tree/rock with a corpse on it.
Fixed an issue that wouldn't show a cave entrance if it was created over a doodad (like a door, chest, etc.).
Fixed a bug where aberrant chances were not being set and used properly (there was supposed to be an increased chance for caves/guardians).
Fixed an issue where the player didn't always animate (walk graphic) when passing a turn from certain actions.
Fixed a bug that allowed multiple skill raises and milestone increases per gather of resource(s).
Fixed mod names getting cropped/cut off in the modding menu.
Fixed invalid dialog positions causing the game to render offset (non-centered player).
Fixed a bug where blood was not showing under corpses.
Fixed some oversights leading to Clay Brick Flooring and Wrought Iron Arrowhead not returning disassembled items.
Improvements (65 changes)
Monster pathfinding has been improved. Monsters will now no longer get stuck on other monsters and no longer mirror your actions as much.
You can now pick up torch stands while they are lit.
Doors/gates are now automatically opened as you move into them.
Default weight has been increased by 10 points (however, this is mostly to counter-balance other weight shifts).
Doodads now describe their durability on inspect/tooltip.
Pressing escape will now close item/action menus, then dialogs, then bring up the quit/title screen menu.
The "win" state now requires five unique items to progress. I tried to make that as vague as possible to not spoil it too much.
Disassembly added to more items and tweaked return values on some items.
Some item disassembly now requires a tool when disassembling.
Disassembly now always returns at least one item.
Traps no longer fully break on use, they are damaged and returned to the ground as an item.
Tooltips are now updated on each turn pass, so you can now see them update in realtime if you are hovering over them as you move.
Equippable containers now all have defense/armor values now (backpacks, quivers, etc.).
Daily challenge scores now appear different in highscores list (in red).
Changed "Utensil" grouping to "Skewer". GAME CHANGING.
Many wording improvements added to the Starter Quest.
The Main menu UI is now centered. Symmetry!
Pouring water on growing plants will now increase their growing speed (not as much as compost).
Skill gain rate has been quadrupled in Daily Challenge mode (was previously double).
The base amount of monsters in Daily Challenge mode has been doubled, but the initial grouping of monsters around the player has been removed.
The date is now logged on each highscore entry.
Improved touch control support.
Anatomy now effects your healing amount and success rate when using "Heal" items.
Strength/dexterity/metabolism/starvation/dehydration now all displayed on hover over stat values to show link between attribute/messages. Messages like "You feel your metabolism slowing." has been replaced with wording that is easier to understand based on these changes.
Doodads are now required on repair of some items (like a forge and anvil for metal items).
The skill list is now alphabetized.
Fixed some milestone description grammar issues.
All firemaking items now use the camping skill instead of tinkering.
Improved incompatible mod save data when moving up versions.
Wooden chests are now flammable and will spill contents on on break.
Tall grass now has it's own seed type that grows into tall grass instead of normal grass as it did before. Tall grass can now grow on gravel tiles.
Improved inspect accuracy on plant's fertility.
Fertility of a plant is now explained a little more clearly.
Stoke fire value/strength has added to item tooltips.
Proper sentence case has been applied to all text messages. No more "You have damaged A Kraken with An Iron Sword".
You are no longer allowed to stoke a stone water still (no purpose/reduction of confusion).
Blood no longer hinders actions (like placing doodads, carving, etc.).
Keybinds in hints/help now dynamically display to what you have them set to.
Aberrant monsters now have have unique particle colors if they differ from their non-aberrant versions.
Weight capacity is now shown in tooltip for containers.
Covering (or caving in by digging) an entrance will now fill it in on both sides.
Wooden doors now have improved graphics/perspective when opened.
All flooring/floor names are now consistent across tiles/items.
Max durability is now highlighted based on item quality.
Added more stamina reduction checks across all actions (all based on skill).
Kraken corpses now decay on par with other monsters (increased length).
The order in which you drag an item into a container now has an effect on it's placement.
Items that revert or change into a different item on use will now keep their position in your inventory (if sorting allows).
Skill percentage in a crafting skill will now add extra durability to items.
"Trees" are now refered to as a "tree" now.
Monsters are no longer split into brackets of difficulty based on talent (malignity), rather, they each have their own values, so monster difficulty will increase much more smoothly.
The equipment dialog can now be resized to a smaller width.
Fixed lots of miscellaneous grammatical issues.
Slowed movement speed down very slightly to help reduce misclicks and improve reaction time.
Music now fades in and out instead of stopping abruptly.
Digging will now automatically use the "Gather Treasure" action when digging on the exact tile.
The anatomy skill hint now reveals that it decreases chance of poison.
Acid can now cause burn injuries as well as its normal damage.
You no longer get penalized over over-eating/drinking when trying to improve dehydration/starvation and not the other.
You can now bind keys to 10, 11, 12 (defaults to 0, -, and = keys) that appear in some lengthy item menus.
Many new particle effect instances added (monster swimming, traps, etc.).
Monsters will now get damaged (or healed) if they are standing/moving into fire.
Slimes can now split on all types of damage sources (including traps).
Monsters that heal from your attacks now heal based on the attack damage (instead of based on their max hp).
You can now extinguish fires over/on doodads by placing tiles (pile of sand, gravel, etc.).
Balance (32 changes)
Reduced stamina regeneration rate slightly.
Added slightly higher chance for stamina reduction across most actions.
Reduced effectiveness of compost slightly (fertile soil remains at same value).
Wooden chests now block monster movement again; however, can be broken down and have their contents spilled.
Digging on ash can no longer produce charcoal.
Recipe skill levels re-balanced/tweaked for many items.
Doubled durability of spyglasses.
Bone pole default durability has been doubled.
Chickens now have bones when carving.
You can no longer close the door when something is in the way of closing it.
Leather quivers now require less resources to craft.
Living mushrooms no longer potentially spawn at the start of the game.
Digging now damages the tool from each attempt.
Digging now checks weight as you dig and adds stamina penalties (like other actions).
Item durability is decreased on each resource gather attempt now, but minimum chance at resource has been increased.
Repairing items now reduces their max durability by a decreased factor of 3 (based on minimum durability) instead of 2 previously (undo of last version change).
Locked wooden chests that appear in caves now contain different (lesser) loot than the tattered map/buried variety.
Tiles of ash are no longer produced only after the fire is out. Charcoal and piles of ash are no longer spawned out of nothing, and are based on tile/doodads/items in the fire instead.
Traps no longer deal "pure" damage to monsters. They now count as blunt and monsters can incur the normal resists and vulnerabilities.
There are now durability maximums on items from crafting (based on the item type and quality).
Wrought iron items are now half the durability of their iron counter-parts. This was a small increase for most items.
Overeating and over-hydrating now reduces a player-scaled amount of stamina.
All pick-axes have less attack damage.
You can no longer repair and disassemble while swimming.
All spears have increased in durability.
Increased difficulty skill check for crafting a small amount. The difficulty is also now highlighted if you have a low chance of success in a craft. The messages will now warn and mention the reason for failures.
There is a now a limiter in place for base defense as some aberrant monsters were nearly impossible to kill.
Monster spawn amount is now limited to 300 monsters.
There is now less iron spawns in the overworld. Cave iron spawns remain unchanged.
Hobgoblins can now open doors.
Creatures that lost interest now have a slightly higher chance to resume their chase quicker.
Sharks will now lose interest in chasing on the rare occasion.
Technical/Modder (10 changes)
Wayward has been upgraded to Electron 1.2.6.
Wayward now runs on TypeScript 2.0 (beta).
Particles are now based on tile coordinates instead of based on offset of player.
Tile resources have been re-factored to match the rest of the drop systems.
OnCraft, OnUpdateWeight, and OnMonsterDamage hooks have been added.
Added new item property that allows disassembly without needing to be craftable (craftable: false).
You can no longer drag files into Wayward.
Fixed an issue where certain mods would break when new items/monsters were added into the game.
Fixed a game load issue where the player had an equipped item from a mod that was unloaded.
Fixed an issue where global mod save data was clearing itself after each game and another issue where it would delete itself entirely if the game was unloaded/loaded too quickly.
We are super happy to finally unleash our first major patch to the beta 2.x series on Steam. We've spent the last few months fixing, patching, adding, and changing tons of stuff.
This release, much like the previous have been shaped by the community. We unfortunately could not fit everything people have requested so far in to 2.1, but we are making leaps and strides; marching onward towards the ever-elusive, non-beta release. That being said, we still have a 2.2 planned, and likely a 2.1.1 if things turn out to be really broken. We still have tons of ideas to implement.
If you are not wanting to update yet (simply due to mod compatibility, or other issues), you can always manage what version you are at. Simply disable automatic updates for Wayward in Steam, or change your beta/branch. Get help with this, with the following guide:
https://www.youtube.com/watch?v=UwJqaoraBKU There's tons of stuff not mentioned in the video. If text is more of your thing, have fun with the following giant changelog. Wall of text mode activated!
New (39 changes)
Two new monsters added, both with unique abilities.
18 new items added, some with unique uses/placements.
Five new doodads added.
One new terrain type (tile) added.
Your equipment now changes your character's in-world "appearance". Hey, that's the name of the release!
Five new milestones added and milestones now have preset hidden/invisible status (instead of randomized) to prevent spoilers.
You can now choose the default item use for items in your quickslots (shown as a check mark).
Items now have variable weights. They will also transfer to the craft exactly (solving many inaccurate weights previously). Some weights have also been rebalanced.
A new dismantle item action has been added to break down items into parts. For example, dismantling a log will produce wooden poles and tree bark. A quest for this has been added to the Starter Quest.
Talent has been replaced by "Malignity". You can now increase and decrease your malignity (essentially making the game harder or easier dynamically) by certain actions, crafts, and skill gains. Because of this change, your actual score is now separate from malignity. Hovering over the malignity icon will show all three values.
Highlighted in-need-of-repair items (red borders) will now show in yellow (instead of the normal white).
Low durability items will now make a unique sound when being damaged.
You can now bind keybinds to mouse clicks (1/2/3).
New crafts are now highlighted in yellow and disappear after hover.
Clicking each inventory sort option will now reverse it when clicked multiple times.
You can now sort by decay, durability and quality.
You can now hover over world items, doodads, and monsters to get inspection information via a tool-tip (can be disabled in options).
There's now a "Pour on Yourself" action for water that will soothe burn injuries. "Cure" items no longer cure this status (medicinal items). Charcoal bandages now heal instead of cure because of this change.
Crafts are now also highlighted as you move over items in your inventory, showing what item is used in which craft.
Doodad resources, monster loot and corpse carve resources now have random chance added to them. Most previous resources/items remain at 100% chance, although some tweaks were made and new items were added.
Prefix and plural support has been added to items, doodads, monsters, and item groups. This will allow for many grammar improvements in text, especially for other languages.
The bear now has a swimming graphic.
When inspecting wooden chests or items on the ground, items are now listed with qualities highlighted in color and are combined together (for example, 5 tinder).
There has been tool-tips added to enable/disable options, describing what each do.
There is a new option which binds the item's menu to right-click instead of left click.
You can now repair doodads without having to pick them up. Very useful for repairing walls.
Added an option for keeping your inventory sort option active (when getting new items).
Hints/help and the Starter Quest will now highlight UI elements, items and more based on context.
Added carve to the actions menu (if you have item for it).
Added an option to skip the Unlok intro.
The music now speeds up a bit when you are low on health.
Aberrant monsters now sound a bit different from their normal counter-parts.
A dialog opacity slider has been added to the options.
Three new hints added: "Malignity", "Crafting Failures", and "Moving Items".
Added a raft bobbing animation.
Added dynamic message loading for the message dialog so the game would not become slow in long playthroughs when using it. This also fixed some potential memory leaking.
Added a scroll to zoom option (for those wanting to disable scroll wheel zooming).
Zombies and skeletons now can respawn (if not carved up).
Added error checking on game importing.
Bugs (29 changes)
Fixed an oversight where containers would not actually reduce decay of items.
Fixed an AI bug that would lead bears and krakens to get stuck on non-passable terrain too often.
Fixed a bug where using the hotkey button for in item menu (1, 2, 3, etc.) would also cause you to use that quickslot number's item.
Fixed an issue that caused some hardware configurations and/or installed software to cause Wayward not to be able to run.
Fixed a bug where two or more hints could appear at the same time, causing one or more to never trigger again.
Fixed a bug where wrought iron could be used for iron bullets/arrowheads.
Some items have been removed as repairable that were not intended to be repaired.
Fixed an oversight where scared/low health monsters would not try running away from the player as intended.
Fixed an issue where locked wooden chest loot was not randomized correctly.
Fixed a bug where placing soil over a burning tree would douse the flames, but no other messages or response was generated (did not remove the item).
Fixed an issue where message ellipsis was not displayed (when being truncated) when text messages were culled.
Fixed an audio issue where sounds would not play again if they were already in the middle of playing.
Fixed a bug that didn't really exist where non-flammable doodads could start on fire if their tile below was flammable (grass).
Fixed some instances where randomness was not predetermined based on seed.
Fixed intensity of blood color on corpses and other particle inconsistencies.
Fixed an issue where carving an acid spitter demon was not giving an anatomy skill raise.
Fixed the fire strength message not being fully accurate.
Fixed an issue where raft usage was not saved when quitting/loading the game.
Fixed a bug where travelling/sailing away would remove the water and their containers instead of just the water. Foods eaten on your travels will also return any items they give on being eaten (like seeds) as well.
Fixed a bug where gardening would not give the correct skill (Botany/Mycology) based on doodad type.
Fixed a bug where the "something in the way of your gathering" message would spam your messages while walking into tree/rock with a corpse on it.
Fixed an issue that wouldn't show a cave entrance if it was created over a doodad (like a door, chest, etc.).
Fixed a bug where aberrant chances were not being set and used properly (there was supposed to be an increased chance for caves/guardians).
Fixed an issue where the player didn't always animate (walk graphic) when passing a turn from certain actions.
Fixed a bug that allowed multiple skill raises and milestone increases per gather of resource(s).
Fixed mod names getting cropped/cut off in the modding menu.
Fixed invalid dialog positions causing the game to render offset (non-centered player).
Fixed a bug where blood was not showing under corpses.
Fixed some oversights leading to Clay Brick Flooring and Wrought Iron Arrowhead not returning disassembled items.
Improvements (65 changes)
Monster pathfinding has been improved. Monsters will now no longer get stuck on other monsters and no longer mirror your actions as much.
You can now pick up torch stands while they are lit.
Doors/gates are now automatically opened as you move into them.
Default weight has been increased by 10 points (however, this is mostly to counter-balance other weight shifts).
Doodads now describe their durability on inspect/tooltip.
Pressing escape will now close item/action menus, then dialogs, then bring up the quit/title screen menu.
The "win" state now requires five unique items to progress. I tried to make that as vague as possible to not spoil it too much.
Disassembly added to more items and tweaked return values on some items.
Some item disassembly now requires a tool when disassembling.
Disassembly now always returns at least one item.
Traps no longer fully break on use, they are damaged and returned to the ground as an item.
Tooltips are now updated on each turn pass, so you can now see them update in realtime if you are hovering over them as you move.
Equippable containers now all have defense/armor values now (backpacks, quivers, etc.).
Daily challenge scores now appear different in highscores list (in red).
Changed "Utensil" grouping to "Skewer". GAME CHANGING.
Many wording improvements added to the Starter Quest.
The Main menu UI is now centered. Symmetry!
Pouring water on growing plants will now increase their growing speed (not as much as compost).
Skill gain rate has been quadrupled in Daily Challenge mode (was previously double).
The base amount of monsters in Daily Challenge mode has been doubled, but the initial grouping of monsters around the player has been removed.
The date is now logged on each highscore entry.
Improved touch control support.
Anatomy now effects your healing amount and success rate when using "Heal" items.
Strength/dexterity/metabolism/starvation/dehydration now all displayed on hover over stat values to show link between attribute/messages. Messages like "You feel your metabolism slowing." has been replaced with wording that is easier to understand based on these changes.
Doodads are now required on repair of some items (like a forge and anvil for metal items).
The skill list is now alphabetized.
Fixed some milestone description grammar issues.
All firemaking items now use the camping skill instead of tinkering.
Improved incompatible mod save data when moving up versions.
Wooden chests are now flammable and will spill contents on on break.
Tall grass now has it's own seed type that grows into tall grass instead of normal grass as it did before. Tall grass can now grow on gravel tiles.
Improved inspect accuracy on plant's fertility.
Fertility of a plant is now explained a little more clearly.
Stoke fire value/strength has added to item tooltips.
Proper sentence case has been applied to all text messages. No more "You have damaged A Kraken with An Iron Sword".
You are no longer allowed to stoke a stone water still (no purpose/reduction of confusion).
Blood no longer hinders actions (like placing doodads, carving, etc.).
Keybinds in hints/help now dynamically display to what you have them set to.
Aberrant monsters now have have unique particle colors if they differ from their non-aberrant versions.
Weight capacity is now shown in tooltip for containers.
Covering (or caving in by digging) an entrance will now fill it in on both sides.
Wooden doors now have improved graphics/perspective when opened.
All flooring/floor names are now consistent across tiles/items.
Max durability is now highlighted based on item quality.
Added more stamina reduction checks across all actions (all based on skill).
Kraken corpses now decay on par with other monsters (increased length).
The order in which you drag an item into a container now has an effect on it's placement.
Items that revert or change into a different item on use will now keep their position in your inventory (if sorting allows).
Skill percentage in a crafting skill will now add extra durability to items.
"Trees" are now refered to as a "tree" now.
Monsters are no longer split into brackets of difficulty based on talent (malignity), rather, they each have their own values, so monster difficulty will increase much more smoothly.
The equipment dialog can now be resized to a smaller width.
Fixed lots of miscellaneous grammatical issues.
Slowed movement speed down very slightly to help reduce misclicks and improve reaction time.
Music now fades in and out instead of stopping abruptly.
Digging will now automatically use the "Gather Treasure" action when digging on the exact tile.
The anatomy skill hint now reveals that it decreases chance of poison.
Acid can now cause burn injuries as well as its normal damage.
You no longer get penalized over over-eating/drinking when trying to improve dehydration/starvation and not the other.
You can now bind keys to 10, 11, 12 (defaults to 0, -, and = keys) that appear in some lengthy item menus.
Many new particle effect instances added (monster swimming, traps, etc.).
Monsters will now get damaged (or healed) if they are standing/moving into fire.
Slimes can now split on all types of damage sources (including traps).
Monsters that heal from your attacks now heal based on the attack damage (instead of based on their max hp).
You can now extinguish fires over/on doodads by placing tiles (pile of sand, gravel, etc.).
Balance (32 changes)
Reduced stamina regeneration rate slightly.
Added slightly higher chance for stamina reduction across most actions.
Reduced effectiveness of compost slightly (fertile soil remains at same value).
Wooden chests now block monster movement again; however, can be broken down and have their contents spilled.
Digging on ash can no longer produce charcoal.
Recipe skill levels re-balanced/tweaked for many items.
Doubled durability of spyglasses.
Bone pole default durability has been doubled.
Chickens now have bones when carving.
You can no longer close the door when something is in the way of closing it.
Leather quivers now require less resources to craft.
Living mushrooms no longer potentially spawn at the start of the game.
Digging now damages the tool from each attempt.
Digging now checks weight as you dig and adds stamina penalties (like other actions).
Item durability is decreased on each resource gather attempt now, but minimum chance at resource has been increased.
Repairing items now reduces their max durability by a decreased factor of 3 (based on minimum durability) instead of 2 previously (undo of last version change).
Locked wooden chests that appear in caves now contain different (lesser) loot than the tattered map/buried variety.
Tiles of ash are no longer produced only after the fire is out. Charcoal and piles of ash are no longer spawned out of nothing, and are based on tile/doodads/items in the fire instead.
Traps no longer deal "pure" damage to monsters. They now count as blunt and monsters can incur the normal resists and vulnerabilities.
There are now durability maximums on items from crafting (based on the item type and quality).
Wrought iron items are now half the durability of their iron counter-parts. This was a small increase for most items.
Overeating and over-hydrating now reduces a player-scaled amount of stamina.
All pick-axes have less attack damage.
You can no longer repair and disassemble while swimming.
All spears have increased in durability.
Increased difficulty skill check for crafting a small amount. The difficulty is also now highlighted if you have a low chance of success in a craft. The messages will now warn and mention the reason for failures.
There is a now a limiter in place for base defense as some aberrant monsters were nearly impossible to kill.
Monster spawn amount is now limited to 300 monsters.
There is now less iron spawns in the overworld. Cave iron spawns remain unchanged.
Hobgoblins can now open doors.
Creatures that lost interest now have a slightly higher chance to resume their chase quicker.
Sharks will now lose interest in chasing on the rare occasion.
Technical/Modder (10 changes)
Wayward has been upgraded to Electron 1.2.6.
Wayward now runs on TypeScript 2.0 (beta).
Particles are now based on tile coordinates instead of based on offset of player.
Tile resources have been re-factored to match the rest of the drop systems.
OnCraft, OnUpdateWeight, and OnMonsterDamage hooks have been added.
Added new item property that allows disassembly without needing to be craftable (craftable: false).
You can no longer drag files into Wayward.
Fixed an issue where certain mods would break when new items/monsters were added into the game.
Fixed a game load issue where the player had an equipped item from a mod that was unloaded.
Fixed an issue where global mod save data was clearing itself after each game and another issue where it would delete itself entirely if the game was unloaded/loaded too quickly.