Wayward - Drathy
Today marks the first anniversary of Wayward's Steam debut. Of course, I, and now, "we" have been working on Wayward much longer than that; although, the exact start date and therefore real anniversary is a bit tougher to track down. So, let's go with April 22nd, the new semi-official Wayward anniversary day!

Let's take a look back at how far Wayward has come:

https://www.youtube.com/watch?v=T7oYqVfEDKk
Now that's some prime Wayward nostalgia! Is anybody interested in a commentated version of something like this?

We just released beta 2.3.3 yesterday and have already got started on 2.3.4, which will probably wrap the 2.3.x series up once released. Then, on to bigger and better things in 2.4! Stay tuned for our 2.4 wishlist discussion thread and poll coming up soon.

As always, we thank you for your continued support with our project and hope it continues to grow at a steady pace for years to come.

Happy Waywarding!
Wayward - Drathy
Today marks the first anniversary of Wayward's Steam debut. Of course, I, and now, "we" have been working on Wayward much longer than that; although, the exact start date and therefore real anniversary is a bit tougher to track down. So, let's go with April 22nd, the new semi-official Wayward anniversary day!

Let's take a look back at how far Wayward has come:

https://www.youtube.com/watch?v=T7oYqVfEDKk
Now that's some prime Wayward nostalgia! Is anybody interested in a commentated version of something like this?

We just released beta 2.3.3 yesterday and have already got started on 2.3.4, which will probably wrap the 2.3.x series up once released. Then, on to bigger and better things in 2.4! Stay tuned for our 2.4 wishlist discussion thread and poll coming up soon.

As always, we thank you for your continued support with our project and hope it continues to grow at a steady pace for years to come.

Happy Waywarding!
Apr 21, 2017
Wayward - Drathy
We're pleased tonight to release the third patch in the 2.3 series.

We have some pretty exciting stuff, including some brand new features and many improvements/balancing tweaks. We may have went a little overboard this week.

Some of these changes and additions may seem a bit odd for a minor patch, but they are actually part of our ongoing not-so-secret multiplayer testing that we are now actively developing for a future major release.

Have fun and continue reporting any issues!

New
  • Added sleeping animations and graphics.

  • Added difficulty rating in reputation tooltip based on reputation level.
  • You can now rename doodads directly (instead of having to pick them up as an item first).

  • Added transition effects to stat bar changes and animations for stat reductions.

Improvements
  • Added ability for dismantle to work with items within containers in inventory.

  • The action menu now updates as you turn directions.

  • Plants will now spread to grass tiles again (except for non-spreading plants and growing grass).
  • Tilling grass will now attempt to dig it up.
  • Changed the tree bark to stripped bark recipe to be a dismantle action instead. You now receive two stripped bark on dismantle.
  • Music no longer fades out/in when browsing the changelog, returning to the main menu, saving, and other times when it's not necessary.
  • Orb of Malign has been renamed to Orb of Influence.
  • Improved the skill description for mining to include digging (and new tilling inclusion).
  • The same sound effect can no longer play within 100ms of each other.
  • All official keybinds now include proper spacing between words. "LeftHand", "RightHand", "StarterQuest" are now "Left Hand, "Right Hand" and "Starter Quest".
  • You can now import multiple save games from the Workshop at the time (currently only works for newer save games).
  • Fixed some equip/unequip grammar. Minor text fixes!
Bug Fixes
  • Fixed occurrences of items not burning when thrown into lava. (Thanks cxkis!)
  • Fixed an issue where slimes could move positions on death. (Thanks GauHelldragon!)
  • Fixed an issue where some items could be created without proper disassembly ingredients/components (mostly waterskins).
  • Fixed instances where items that decayed into other items were getting incorrect weights. (Thanks GauHelldragon!)
  • Fixed torches to decay into charcoal instead of ash (to be consistent with their on burn property). (Thanks GauHelldragon!)
  • Fixed a bug that did not take into account a container's contents when determining the weight when throwing it (for damage/restrictions).
  • Fixed switching a torch to another hand extinguishing it. (Thanks Adrien S Enzo!)
  • Fixed a control freeze that occurred when you received a hint at the same time as closing the hint/help window.
  • Fixed an issue where some messages were being removed/replaced when scrolling up in the message window (when populating past messages).
  • Fixed an issue that would potentially spawn creatures in wrong positions and cause incorrect particle locations when throwing items into deep water.
  • Fixed dismantling/disassembly only giving a skill gain if the skill used wasn't defaulted to tinkering.
  • Fixed mods not loading properly if they had special characters in the names (such as "#").
  • Fixed sound positions for creature actions (they came from the creature rather than the tile with the action).
  • Fixed a rare case where the hint/help window would be incorrectly sized when starting a new game (if a hint displayed on death).
  • Fixed the craftable/uncraftable separator being visible when filtering removes either section.
Balance
  • Woven fabric now requires 8 cordage items instead of 5 string to craft.
  • Feather and cotton bedrolls no longer require specifically woven fabric or cotton fabric respectively (any fabric will work now), but increased their required feather/cotton amount.
  • The hammock now requires a frame. Durability has been increased to 50 (from 25), requires 1 less rope (but an extra string), and requires 2 poles. Skill level reduced from advanced to intermediate.
  • Replaced strength/weight restrictions when throwing heavy items with stamina reductions based on the item's weight.
  • Reduced overall damage caused by item's weight when throwing (due to other throwing balancing changes). Container contents weight is halved in this calculation.
  • There is now a minimum of 1 damage caused by throwing any item (on hit).
  • Increased the weight of scales slightly.
  • The mining skill is now used in tilling (with a small chance at failing a till).
  • Increased health on grey wolves and sandcats slightly.
  • Slightly less reputation (benignity) is gained on hostile creature kills.
Modding
  • Added a KeyBind dictionary for language mods.
  • Added language extensions, a language json file that provides default translations for mod-added dictionaries or entries.
Apr 21, 2017
Wayward - Drathy
We're pleased tonight to release the third patch in the 2.3 series.

We have some pretty exciting stuff, including some brand new features and many improvements/balancing tweaks. We may have went a little overboard this week.

Some of these changes and additions may seem a bit odd for a minor patch, but they are actually part of our ongoing not-so-secret multiplayer testing that we are now actively developing for a future major release.

Have fun and continue reporting any issues!

New
  • Added sleeping animations and graphics.

  • Added difficulty rating in reputation tooltip based on reputation level.
  • You can now rename doodads directly (instead of having to pick them up as an item first).

  • Added transition effects to stat bar changes and animations for stat reductions.

Improvements
  • Added ability for dismantle to work with items within containers in inventory.

  • The action menu now updates as you turn directions.

  • Plants will now spread to grass tiles again (except for non-spreading plants and growing grass).
  • Tilling grass will now attempt to dig it up.
  • Changed the tree bark to stripped bark recipe to be a dismantle action instead. You now receive two stripped bark on dismantle.
  • Music no longer fades out/in when browsing the changelog, returning to the main menu, saving, and other times when it's not necessary.
  • Orb of Malign has been renamed to Orb of Influence.
  • Improved the skill description for mining to include digging (and new tilling inclusion).
  • The same sound effect can no longer play within 100ms of each other.
  • All official keybinds now include proper spacing between words. "LeftHand", "RightHand", "StarterQuest" are now "Left Hand, "Right Hand" and "Starter Quest".
  • You can now import multiple save games from the Workshop at the time (currently only works for newer save games).
  • Fixed some equip/unequip grammar. Minor text fixes!
Bug Fixes
  • Fixed occurrences of items not burning when thrown into lava. (Thanks cxkis!)
  • Fixed an issue where slimes could move positions on death. (Thanks GauHelldragon!)
  • Fixed an issue where some items could be created without proper disassembly ingredients/components (mostly waterskins).
  • Fixed instances where items that decayed into other items were getting incorrect weights. (Thanks GauHelldragon!)
  • Fixed torches to decay into charcoal instead of ash (to be consistent with their on burn property). (Thanks GauHelldragon!)
  • Fixed a bug that did not take into account a container's contents when determining the weight when throwing it (for damage/restrictions).
  • Fixed switching a torch to another hand extinguishing it. (Thanks Adrien S Enzo!)
  • Fixed a control freeze that occurred when you received a hint at the same time as closing the hint/help window.
  • Fixed an issue where some messages were being removed/replaced when scrolling up in the message window (when populating past messages).
  • Fixed an issue that would potentially spawn creatures in wrong positions and cause incorrect particle locations when throwing items into deep water.
  • Fixed dismantling/disassembly only giving a skill gain if the skill used wasn't defaulted to tinkering.
  • Fixed mods not loading properly if they had special characters in the names (such as "#").
  • Fixed sound positions for creature actions (they came from the creature rather than the tile with the action).
  • Fixed a rare case where the hint/help window would be incorrectly sized when starting a new game (if a hint displayed on death).
  • Fixed the craftable/uncraftable separator being visible when filtering removes either section.
Balance
  • Woven fabric now requires 8 cordage items instead of 5 string to craft.
  • Feather and cotton bedrolls no longer require specifically woven fabric or cotton fabric respectively (any fabric will work now), but increased their required feather/cotton amount.
  • The hammock now requires a frame. Durability has been increased to 50 (from 25), requires 1 less rope (but an extra string), and requires 2 poles. Skill level reduced from advanced to intermediate.
  • Replaced strength/weight restrictions when throwing heavy items with stamina reductions based on the item's weight.
  • Reduced overall damage caused by item's weight when throwing (due to other throwing balancing changes). Container contents weight is halved in this calculation.
  • There is now a minimum of 1 damage caused by throwing any item (on hit).
  • Increased the weight of scales slightly.
  • The mining skill is now used in tilling (with a small chance at failing a till).
  • Increased health on grey wolves and sandcats slightly.
  • Slightly less reputation (benignity) is gained on hostile creature kills.
Modding
  • Added a KeyBind dictionary for language mods.
  • Added language extensions, a language json file that provides default translations for mod-added dictionaries or entries.
Apr 14, 2017
Wayward - Drathy
It's that time again! Patch night!

We're coming at you with another minor patch in the 2.3.x series, this time focusing even heavier on bugs with some more improvements to last week's item weight changes.

Our plan currently is to do these weekly minor updates until our priority list has been exhausted or we think it's time to move on to working on beta 2.4. It's looking like we will have a 2.3.3 and possibly a 2.3.4 as well at our current rate.

I've also had a few questions about the team and development schedule in general as of late, so I just wanted to clear some of those questions up:

Wayward is a hobby project, and all the development happens in our free time. It's a big game with an even bigger todo list. We are constantly improving and adding to it and have no plans to stop that. Thanks for all the support ya'll!

New
  • Added a confirm screen to see if users want to update their language settings when enabling a language mod. This change only applies to languages provided with the language.json format.
Improvements
  • When the new weight system detects incorrect item weights, it will no longer re-roll the weight, but rather set it to the minimum/maximum based on what it found. (Thanks Skarn22!)
  • Added clearer separation between craftables and non-craftables in the crafting menu. (Thanks Amax!)
  • Renamed the "Unlocked Time" sort to "Discovered Time".
  • Chickens now accept insects as offerings. (Thanks GauHelldragon!)
Bug Fixes
  • Fixed a bug where fuel, tinder, and kindling were either being consumed or damaged (on fail), even if they weren't being used to start a fire. (Thanks Skarn22!)
  • Creatures will now swap positions with the player if they try enter/exit an entrance at the same time as them, instead of going on top of them. (Thanks Adrien S. Enzo!)
  • Fixed an error when trying to dig back up a cave entrance found in water. (Thanks Bot Silver 1!)
  • Fixed not using your selected hand(s) when hitting a locked chest and producing particles on the player instead of on the chest.
  • Fixed the botany skill not providing extra benefits when consuming flower seeds, grass seeds, pineapples, coconuts, flower petals, thistles, poison ivy leaves, tall grass seeds or acorns. (Thanks Grub!)
  • Fixed "Alternate Context Menu" option not working inside containers or quickslots. (Thanks Amax!)
  • Fixed the "using your bare hands to..." death message adding in numbers (message IDs) instead of proper english text at the end.
  • Fixed an issue where some mods would be grayed out improperly in the mods menu. (Thanks Amax!)
  • Fixed container windows being able to be resized to a width that would cut off the bottom buttons/controls.
  • Fixed the quest for getting the Stone Water Still materials requiring more rocks than it should have in the Starter Quest. (Thanks Obbe C!)
  • Fixed a slight pop-up/flash when selecting different hairstyles in the character customization.
  • Fixed the map graphic lagging behind when the map window was resized.
  • Fixed custom hairstyles not loading within the character customization screen if loaded as a local modification.
  • Fixed an issue that prevented filled clay jugs to get the proper maximum and minimum weight for the item weight checks (added in 2.3.1).
  • Fixed an issue that resulted in shallow sea water forming when placing tiles over fresh water. (Thanks Morning River!)
  • Fixed particles showing through the ground (z-axis) when FOV is disabled. (Thanks Bot Silver 1!)
  • Fixed an issue that would lead to a frozen loading screen when uninstalling old/broken/corrupt Workshop mods.
  • Fixed a few missing words in the hints section.
  • The Starter Quest window can no longer be resized to no effect and fixed a small issue that would resize the window with a smaller height than should of been possible on occasion.
Balance
  • You no longer start at -64,000 reputation when in daily challenge mode, but rather, a lower randomized amount.
  • Vine weight reduced down from 0.7 to 0.3 (to match palm leaves). This should normalize more item weights that use fabric/cloth/cordage.
  • Skill bonuses on consumables/edibles are now randomized per stat.
  • Skeletal Mages now require line of sight to cast their spells.
Modding
  • Added a 'stylesheet' property to the mod.json which can be used to append stylesheets automatically.
  • A variety of hooks are no longer missing from references. (Thanks Amax!)
  • Mods can now disable resizing and/or set their width/height to "auto" when using createDialog.
Technical
  • Removed the concept of "untoggleable" mods - all mods can now be enabled/disabled, regardless of their content.
  • Moved crafting tab style rules so that any dialog can make use of them. The styles are applied to any element with the "tab" class.
  • Added missing corpse translation strings to english.json. The language serializer has been updated to export this corpse dictionary.
Mods

Developer Tools
  • You can no longer attempt to resize the window's height to no effect.
Apr 14, 2017
Wayward - Drathy
It's that time again! Patch night!

We're coming at you with another minor patch in the 2.3.x series, this time focusing even heavier on bugs with some more improvements to last week's item weight changes.

Our plan currently is to do these weekly minor updates until our priority list has been exhausted or we think it's time to move on to working on beta 2.4. It's looking like we will have a 2.3.3 and possibly a 2.3.4 as well at our current rate.

I've also had a few questions about the team and development schedule in general as of late, so I just wanted to clear some of those questions up:

Wayward is a hobby project, and all the development happens in our free time. It's a big game with an even bigger todo list. We are constantly improving and adding to it and have no plans to stop that. Thanks for all the support ya'll!

New
  • Added a confirm screen to see if users want to update their language settings when enabling a language mod. This change only applies to languages provided with the language.json format.
Improvements
  • When the new weight system detects incorrect item weights, it will no longer re-roll the weight, but rather set it to the minimum/maximum based on what it found. (Thanks Skarn22!)
  • Added clearer separation between craftables and non-craftables in the crafting menu. (Thanks Amax!)
  • Renamed the "Unlocked Time" sort to "Discovered Time".
  • Chickens now accept insects as offerings. (Thanks GauHelldragon!)
Bug Fixes
  • Fixed a bug where fuel, tinder, and kindling were either being consumed or damaged (on fail), even if they weren't being used to start a fire. (Thanks Skarn22!)
  • Creatures will now swap positions with the player if they try enter/exit an entrance at the same time as them, instead of going on top of them. (Thanks Adrien S. Enzo!)
  • Fixed an error when trying to dig back up a cave entrance found in water. (Thanks Bot Silver 1!)
  • Fixed not using your selected hand(s) when hitting a locked chest and producing particles on the player instead of on the chest.
  • Fixed the botany skill not providing extra benefits when consuming flower seeds, grass seeds, pineapples, coconuts, flower petals, thistles, poison ivy leaves, tall grass seeds or acorns. (Thanks Grub!)
  • Fixed "Alternate Context Menu" option not working inside containers or quickslots. (Thanks Amax!)
  • Fixed the "using your bare hands to..." death message adding in numbers (message IDs) instead of proper english text at the end.
  • Fixed an issue where some mods would be grayed out improperly in the mods menu. (Thanks Amax!)
  • Fixed container windows being able to be resized to a width that would cut off the bottom buttons/controls.
  • Fixed the quest for getting the Stone Water Still materials requiring more rocks than it should have in the Starter Quest. (Thanks Obbe C!)
  • Fixed a slight pop-up/flash when selecting different hairstyles in the character customization.
  • Fixed the map graphic lagging behind when the map window was resized.
  • Fixed custom hairstyles not loading within the character customization screen if loaded as a local modification.
  • Fixed an issue that prevented filled clay jugs to get the proper maximum and minimum weight for the item weight checks (added in 2.3.1).
  • Fixed an issue that resulted in shallow sea water forming when placing tiles over fresh water. (Thanks Morning River!)
  • Fixed particles showing through the ground (z-axis) when FOV is disabled. (Thanks Bot Silver 1!)
  • Fixed an issue that would lead to a frozen loading screen when uninstalling old/broken/corrupt Workshop mods.
  • Fixed a few missing words in the hints section.
  • The Starter Quest window can no longer be resized to no effect and fixed a small issue that would resize the window with a smaller height than should of been possible on occasion.
Balance
  • You no longer start at -64,000 reputation when in daily challenge mode, but rather, a lower randomized amount.
  • Vine weight reduced down from 0.7 to 0.3 (to match palm leaves). This should normalize more item weights that use fabric/cloth/cordage.
  • Skill bonuses on consumables/edibles are now randomized per stat.
  • Skeletal Mages now require line of sight to cast their spells.
Modding
  • Added a 'stylesheet' property to the mod.json which can be used to append stylesheets automatically.
  • A variety of hooks are no longer missing from references. (Thanks Amax!)
  • Mods can now disable resizing and/or set their width/height to "auto" when using createDialog.
Technical
  • Removed the concept of "untoggleable" mods - all mods can now be enabled/disabled, regardless of their content.
  • Moved crafting tab style rules so that any dialog can make use of them. The styles are applied to any element with the "tab" class.
  • Added missing corpse translation strings to english.json. The language serializer has been updated to export this corpse dictionary.
Mods

Developer Tools
  • You can no longer attempt to resize the window's height to no effect.
Apr 7, 2017
Wayward - Drathy
Hey all,

We have a small patch for you tonight with a handful of fixes and improvements. We are just getting started on the 2.3.x series of minor patches, but we wanted to get this one out quicker as it includes some priority fixes for modders/modifications.

We have also reworked a lot of weight systems in the game - making sure items stick to their normal ranges, especially when we change things in between versions. Things were quickly getting out of hand, especially with all the iron changes recently.

You may also notice some "thanks" at the end of fixes. We have started keeping track and crediting bug reports. It's no secret we rely heavily on the community for bug discovery. It makes sense to credit you all with finding any bugs. We have some additional ideas for this in the future as well.

Stay tuned for more!

Improvements
  • You will no longer see unloadable mods in the game save tooltip. It will only show required mods to load the save properly.
  • The changelog menu now will only show changelogs up to the current version you're using.
  • You can now dig up treasures with your hands (without tool).
  • Starter Quest now shows shows your current progress out of all steps available before completing.
  • Improved some wording/formatting and fixed some typos within the Starter Quest.
  • More particle and sounds effects added to treasure digging.
Bug Fixes
  • Fixed iron materials and other items that came from earlier versions weighing too much or too little in the new version. There is a new system that will check for weight inconsistencies on game load. (Thanks wayfarer!)
  • Fixed rare instances where items dropped via loot, or created through mods would result in heavier items than should have been possible.
  • Fixed several instances where dismantled items could produce items that did not conform to normal item weight ranges. (Thanks Grub!)
  • Fixed an issue where containers would not accept their exact maximum weight. (Thanks Morning River!)
  • Fixed a "Failed to load changelog" error when browsing the changelog section.
  • Fixed the crafting tab showing dismantle items at the bottom of the window on rare instances.
  • Fixed an issue that would result in more space being added in between the Starter Quest icon and the rest of the icons at the top the more you created new games.
  • Fixed a message that produced an incorrect variable "0" output when trying to drop items on creatures.
  • Fixed an issue where some mods would not enable/disable properly.
  • Fixed sleeping or resting not showing the proper "ZZZ" animation.
  • Fixed some animation/audio glitches when going into new game/saving/returning to main menu/sleeping.
  • Fixed the developer logging checkbox getting cut off on hover.
  • Fixed the "Default" button for keybinds overlapping inputs.
Balance
  • Chickens will now produce eggs at double the rate when tamed.
Modding
  • Fixed an issue where some keybinds were duplicated when loaded and other issues regarding mods overwriting features of other mods.
  • Fixed an issue where you could not reference modded items as recipe components for other modded items.
  • Renamed requiredMods (outdated) to dependencies in the modding guide. (Thanks Amax!)

Mods

Troposphere
  • Nimbus is now craftable (and uses the Flying skill).
Apr 7, 2017
Wayward - Drathy
Hey all,

We have a small patch for you tonight with a handful of fixes and improvements. We are just getting started on the 2.3.x series of minor patches, but we wanted to get this one out quicker as it includes some priority fixes for modders/modifications.

We have also reworked a lot of weight systems in the game - making sure items stick to their normal ranges, especially when we change things in between versions. Things were quickly getting out of hand, especially with all the iron changes recently.

You may also notice some "thanks" at the end of fixes. We have started keeping track and crediting bug reports. It's no secret we rely heavily on the community for bug discovery. It makes sense to credit you all with finding any bugs. We have some additional ideas for this in the future as well.

Stay tuned for more!

Improvements
  • You will no longer see unloadable mods in the game save tooltip. It will only show required mods to load the save properly.
  • The changelog menu now will only show changelogs up to the current version you're using.
  • You can now dig up treasures with your hands (without tool).
  • Starter Quest now shows shows your current progress out of all steps available before completing.
  • Improved some wording/formatting and fixed some typos within the Starter Quest.
  • More particle and sounds effects added to treasure digging.
Bug Fixes
  • Fixed iron materials and other items that came from earlier versions weighing too much or too little in the new version. There is a new system that will check for weight inconsistencies on game load. (Thanks wayfarer!)
  • Fixed rare instances where items dropped via loot, or created through mods would result in heavier items than should have been possible.
  • Fixed several instances where dismantled items could produce items that did not conform to normal item weight ranges. (Thanks Grub!)
  • Fixed an issue where containers would not accept their exact maximum weight. (Thanks Morning River!)
  • Fixed a "Failed to load changelog" error when browsing the changelog section.
  • Fixed the crafting tab showing dismantle items at the bottom of the window on rare instances.
  • Fixed an issue that would result in more space being added in between the Starter Quest icon and the rest of the icons at the top the more you created new games.
  • Fixed a message that produced an incorrect variable "0" output when trying to drop items on creatures.
  • Fixed an issue where some mods would not enable/disable properly.
  • Fixed sleeping or resting not showing the proper "ZZZ" animation.
  • Fixed some animation/audio glitches when going into new game/saving/returning to main menu/sleeping.
  • Fixed the developer logging checkbox getting cut off on hover.
  • Fixed the "Default" button for keybinds overlapping inputs.
Balance
  • Chickens will now produce eggs at double the rate when tamed.
Modding
  • Fixed an issue where some keybinds were duplicated when loaded and other issues regarding mods overwriting features of other mods.
  • Fixed an issue where you could not reference modded items as recipe components for other modded items.
  • Renamed requiredMods (outdated) to dependencies in the modding guide. (Thanks Amax!)

Mods

Troposphere
  • Nimbus is now craftable (and uses the Flying skill).
Wayward - Drathy


We're happy to announce the release of Wayward beta 2.3 "Expression".

Beta 2.3 marks the biggest major release to date, with over 180 additions, fixes, and improvements. And even then, we sadly couldn't fit everything we wanted to put in due to time constraints.

https://www.youtube.com/watch?v=-2YiBVus-vU
Some bigger additions this release are:
  • Character customization with import/modding support
  • New game menu with seed selection/game name
  • Malignity is now “Reputation” with changes/improvements
  • New tilling and gardening changes
  • Spatial audio
  • Hand selection for gathering/combat
A lot of time was also spent developing a certain yet-to-be-complete feature which we kind have been teasing about in our Discord and in the last newsletter. Well, since somebody is going to find the references in the code sooner or later: multiplayer is now planned and in development. We can't promise when this will be implemented, but it is coming... "soon".

As always with major releases, we plan on supporting the 2.3 series with multiple faster patches and releases as the bugs/issues come in from the community.

Wayward is 15% off from March 31st to April 7th, 2017 on Steam, Humble Store, and our Website!

Happy Waywarding!

Full changelog below:

New
  • Added character customization. You can now choose a hair style, hair color, and skin tone. Included with this is the ability to import and export characters.
  • Added a new game menu that will allow you to choose a game save name, world seed, and character customization.
  • Added multiple new hair styles with small improvements to the old ones (more detail).
  • Fertile soil is now crafted and placed down to till and plant things in (instead of placing it over plants to increase fertility).
  • Added hoes and tilling functionality.
  • Spatial audio has been implemented. Sound effects will now sound more distant or directional, based on the source position.
  • Iron ore now weighs less and have more material per vein. This allows smaller iron crafts (lockpicks, bullets, arrowheads, etc.) to be dissembled again and take less resources. Iron craft requirements have been re-adjusted to accommodate this change resulting in many iron items weighing less.
  • Tongs have a new "Grasp" use that will allow you to pick-up items in fire/lava without hurting or burning yourself.
  • Separated out the pickaxe functionality from the stone axe. They are now two separate items. Also added an iron/wrought iron axe.
  • A changelog section has been added to the main menu, with support for viewing the current and previous changelogs.
  • Three new milestones added for -64,000/+64,000 reputation and animal taming.
  • The turn count is now listed in the malignity tooltip and in the highscore list.
  • You can now sort crafts by unlocked time.
  • Redesigned the skills and milestone dialogs with progress bars.
  • You will now be interrupted during resting or sleeping if a creature is damaging a wall or doodad within 5 tiles of you.
  • An "Un-equip all" button has been added to the equipment window.
  • You can now dismantle gravel into a pile of sand and stones. Its weight has been increased to accommodate this change.
  • Added a new creature with unique interactions.
  • Ash can now be placed down as a tile.
  • Containers now save their sorting after closing.
  • Creatures will now enter/exit caves if your reputation is lower than their spawning malignity (unless tamed).
  • You are now allowed to drop items on some doodads. If the doodad is lit, it will cause fire to propagate on the items if they are flammable.
  • "Keep Sort Active" will now also apply to containers.
  • Skeletal mages spawn skeletal remains instead of stone walls.
  • There is now a keybind to open the dismantle tab of the crafting dialog. The crafting keybind will open the crafting tab. Either key will close the dialog if the tab is already open.
  • Added a crafted reputation (malignity) rate in item tooltips.
  • You can now select which hand to use for attacking/gathering now. You will no longer attack/gather with both hands simultaneously.
  • Added our new developer, Aari to the credits.
  • Hide UI option added (for screenshots).
  • The icon for reputation (malignity) will now change based on good/bad reputation.
  • Wayward will now provide an error when running on an unsupported browser or system.
  • Added a combat hint.
  • Templates (houses, ponds, lava, etc.) are now mirrored and rotated to provide more variation.
Improvements
  • Malignity has been renamed to "Reputation" with two factors, malignity and benignity (bad/good). Positive values of reputation are good; negatives are bad.
  • Fertility of a plant is now boosted if planted or spread to a fertile dirt tile (placed via fertile soil). Additional fertility is given by watering exclusively (using the pouring action).
  • Trampling plants now removes durability from them instead of fertility, causing them to eventually break based on durability.
  • Plants no longer grow/spread/heal when there are items on top of them.
  • Improvements made to fire starting and torch lighting logic. Now only certain conditions will require kindling and fuel.
  • Improved creature performance, increasing movement speeds on lower-end machines.
  • Chickens will now lay eggs once again instead of them needing to be carved from the corpse.
  • You can no longer release and tame so quickly after each creature release.
  • Creatures now become scared when their health gets below 10% or 1 health instead of 3 for all creatures.
  • Tuned the sundial messages to more accurately represent the current time (with at least 50% camping skill).
  • Sound effects and particles no longer occur all at once after sleeping/resting.
  • Lit doodads (and fire on its own) will now produce ash as they burn.
  • Lava now damages or heals creatures.
  • Iron/wrought iron shields now bob on movement.
  • "Doodad Required" is now labeled as "Additional Requirements" as there can be multiple and non-doodads required.
  • Improved the UI of Crafting/Dismantle tabs.
  • Fixed some consistency issues with hover effects and background colors for help/options.
  • The loading/saving animation now starts and animates quicker.
  • Item groups are no longer listed with prefixes within item tooltips.
  • Saving your game from in-game now displays a "Saving Game..." message.
  • Corpses on lava will now trigger a fire to start.
  • Added sound effects for creature special abilities.
  • Creature special abilities are now logged in messages.
  • Healing actions are no longer notified/sounded on creatures when they are already at full health.
  • Animal pelts are now included in the "fabric" group.
  • You can now use animal fur to stoke fire.
  • Doodad/wall damaging sounds will now happen out of line of sight/field of view, within a large radius.
  • You will now turn to face used doodads/fire sources when dismantling/disassembling/crafting.
  • Daily Challenge and Normal play now have separate tabs in the Highscores submenu.
  • Added particle effects for more actions, including dropping items into water.
  • The save button is no longer displayed within the daily challenge.
  • Pulchritudinous, Prepared, Collector, and Treasurer milestones will now check if their requirements are met on game load.
  • Disabled the "enabled" checkbox on mods that only provide languages as switching their enabled status had no effect.
  • You can now use a raft in shallow water.
  • Added some hierarchical tweaks/improvements in the about/options menu.
  • Giant rat corpse colors are now consistent with their living graphics.
  • Added max lengths for all inputs and filters.
  • Improved the milestone earned message and grammar.
  • Added unique gained/lost messages for hunger and thirst.
  • Removed the quest that asked you to equip two held items in the Starter Quest.
  • Decreased chance of ash spawning on burning flammable doodads/plants.
  • Added hints in the form of messages to suggest using your hands to gather, dig, or resting without a bedroll was less effective than using items.
  • Improved dialog resizing by increasing the anchor size and adding proper space on the bottom tops of dialogs as not to interfere with other buttons or filters.
  • Traps now only display a message if you are within line of sight with them.
  • Extra items received from milestone completion will no longer modify/be randomized from seeds (which could corrupt the seed for player to player).
  • Improved many messages by replacing "item", "this", etc. with actual names of things used on/with.
  • The item graphics for iron/wrought iron items are now more consistently mirrored to differentiate them from each other.
  • Increased visual readability and consistency of stat bars and icons.
Bug Fixes
  • Fixed a bug that produced incorrect durability on harvested/gathered items from plants.
  • Fixed an issue where building up terrain over water and then digging that terrain would not give the correct item back.
  • Fixed a bug that caused tactics to only be raised on a creature's death blow instead of when any damage was caused.
  • Moving or picking up over a tile with both fire and lava will no longer try to do burn damage twice.
  • Fixed the Collector milestone having one too many items, making obtaining it impossible without mods enabled.
  • Fixed not being able to ignite a torch from lava or doodads on fire.
  • Fixed autosave not working and displaying a save message in daily challenge mode.
  • Fixed an issue with quickslots where they would not detect new instances of an item when created through certain interactions.
  • Improved the transitions between caves and the overworld. You will no longer appear to slide into the entrance/exit.
  • Fixed a bug where a tamed creature could swap positions with you, and potentially corrupt any fish that was under you into a bugged state.
  • Fixed sort by decay not working correctly.
  • Inputs are no longer processed while the loading screen is shown, which fixed a bug that allowed you to move while resting/sleeping.
  • Collecting growing grass no longer returns the grass seeds.
  • Fixed an issue that did not recalculate lighting after an item changed states (when a torch was doused for example).
  • Fixed an issue where fire could not spread to tiles to the right/bottom of itself.
  • Fixed spyglass counting as a light source when equipped
  • Fixed a bug where uncraftable items were not being sorted when crafts were sorted by name.
  • Fixed a bug that did not produce a bare tree when gathering from a tree that was grown on a tile that was originally water.
  • Fixed an issue where fire elementals could spawn fire on non-flammable doodads.
  • Fixed container/inventory sorts reversing when loading the game with the "Keep Sort Active" option enabled.
  • Fixed a bug that caused warnings when switching language with no saves.
  • Fixed weapons and shields not rendering over hair when facing in a forward direction.
  • Fixed many incorrect offsets/missing pixels for several equipped items and other inconsistencies.
  • Fixed an instance where a creature could become instantly untamed after taming it.
  • Fixed an issue where saving/loading screens would sometimes open/close too quickly, causing a flash.
  • Changed the order of when player burning happened, so it no longer happens after movement (mod compatibility fix).
  • Fixed a bug that would produce inaccurate vulnerable/resistant armor messages when getting damaged by creatures.
  • Fixed a bug that did not propagate tile effects (getting burned, setting off traps, etc.) when using "Pick-up All Items" like it did with "Pick-up Item".
  • Daily challenge no longer shows it is (falsely) saving the game when going back to main menu.
  • Fixed an issue where option tooltips would show up within the help/hint window.
  • Fixed an issue where being poisoned or burned while swimming would produce visual glitches.
  • Removed a message stating "you can always return back to these lands" for Daily Challenge mode when sailing to civilization (since you can't).
  • Fixed several bugs where some mouse cursors were not showing properly or at all (loading cursor).
  • World tooltips are now hidden when the action menu is up.
  • Picking up lit torch doodad will now automatically equip it as torches should not be lit in your inventory.
  • Traversing the sea will no longer start a new Daily Challenge game when used in that mode.
  • Fixed an instance where creature taming was not effected by the seed's randomization.
  • Fixed a bug where you could drag and drop dismantle/crafting tabs. They also no longer act as links, sometimes causing visual issues/browser artifacts.
  • Fixed a couple instances where messages appeared if the location was on screen rather than if a player could see the tile. For example: a water container breaking in fire.
  • Removed ability for explosive traps to be used more than once.
Balance
  • Aberrant scaling now uses a player's tactics skill for their defense, strength stat for their health and parrying skill for their damage instead of all using strength previously.
  • Milestones no longer give bonuses in the current game. The benefits only apply at the start of new games.
  • Reduced the range in which monsters move and de-spawn in.
  • Creatures will now move around when you are on different levels (cave/overworld) than them.
  • Increased weight limit by 5 points (by default).
  • Fire may now spread to an adjacent tile if stoked past raging status.
  • Parrying is now considered peaceful and will increase reputation instead of decreasing it. Some other skills tweaked in reputation (malignity) values as well.
  • Transmogrification will now fully repair an item and re-roll any previous skill bonuses; however, will no longer exponentially increase in max durability (to insane levels).
  • Slightly reduced wall/doodads breaking chance for creatures.
  • Increased durability of all kilns.
  • Increased durability on all clay and stone structures/doodads like walls, floors, furnaces, etc. Stone is now highest durability tier. Sandstone/wood remains the same.
  • Chance of gathering resources bare-handed has been slightly increased.
  • Digging without a tool now decreases chance of resource gather.
  • The lowest weight an item can be has been lowered slightly in regards to item weight variance.
  • Explosive traps now do more damage and can set fires.
  • Slightly increased chance of trampling plants (due to it using durability instead of fertility now).
  • Advanced and expert crafts are now slightly harder to craft.
  • All creatures now have half their health due to the removal of double player attacks per turn.
  • Reduced drake spawning malignity slightly (so you don't need to keep max malignity).
  • Sleeping no longer increases reputation.
  • You can no longer start or stoke a fire with a full tile of items over it.
  • Decreased chance of cave entrances when gathering/digging slightly.
  • Increased default durability slightly on all items that have no set durability.
  • Slightly increased the amount of malignity you receive on a strength stat gain.
  • Increased the life span of bark torches.
  • Added new, more varied ways to get each type of treasure.
  • Decreased rarity of tattered maps by allowing them to spawn in caves.
  • Traps now have variable amounts damage (shown in tooltip).
  • Grey wolves now accept bones as offerings (and added a new bone group).
Modding
  • Added support for .json language files, allowing translations without coding knowledge.
  • Updated the Modding Guide with new beta 2.3 information as well as new section on the new .json specifications.
  • Added a way for mods to register custom skills.
  • Added a customizations JSON file for mods to add custom hair/skin colors and hairstyles without requiring scripts.
  • Added OnContainerItemAdd, OnContainerItemRemove, and OnContainerItemUpdate hooks.
  • Added an OnPlayerDeath hook.
  • Modders can now use ui.appendStyle(id, css) for adding a custom stylesheet to their mod.
  • Implemented createButton/removeButton for adding/removing buttons from the top button bar.
  • Fixed an issue where input boxes would not accept characters that were keybinded to toggleable actions such as "o" for options.
  • New formatting added for language definition scripts for easier modding.
  • Mods no longer require onLoad, onUnload, or onSave event handlers.
  • Added onUninitialize method to mods.
  • Modifications can now use multiple files.
  • Added a "Developer Logging" option.
  • Equipped items are no longer tracked via an ".equipped" property. You can now use .isEquipped() instead of looping through inventory.
  • Refactored item onUse/use. These properties are now defined differently.
  • Added Mod.getFile to retrieve the text content of files in your mod directory (useful for CSS).
  • Removed the CalculateCreatureMoveType hook. creature.setMoveType is to be used instead.
  • Fixed the OnTurnComplete hook being called too early.
  • Mods that override game graphics/images no longer require scripts, they can be edited via a .json file.
  • mod.json formatting has been changed to use camelCasing for all properties.
  • Spaces within prefixes such as "an ", "a " are no longer needed within translations.
Technical
  • Updated Wayward to TypeScript 2.2.1.
  • The Wayward codebase is now modular.
  • Wayward has been updated to use Electron 1.6.1.
  • The Steam overlay should now be working on most Windows 7/8 systems once again.
  • On select operating systems and hardware configurations, you can now use the "opengl" renderer to allow Open Broadcaster Software to capture Wayward directly (game/window capture) without needing to capture full display.
  • Implemented a new launch_options.json option: "renderer" with options: opengl, egl, osmesa, swiftshader and default (defaults to either egl or opengl depending on OS).
  • UI related messages are now in a new Dictionary, UiMessage, instead of Messages. As a result, ConfirmScreen, InputScreen, and other Ui classes that recieved Messages now take UiMessages as well.
  • Fixed a Archiver.bulk() warning message appearing in console when publishing a mod.
  • Added support for corpses and creatures to be light sources (via new lightSource property).
  • Added preliminary support for multiple players (and real-time mode).

Mods

Ridiculous Hairdoes
  • Introduced this mod for all of your ridiculous hairstyle needs.
Developer Tools
  • Added a template spawner and the buttons Disable FOV and Zoom Out.
  • Added a "Play Sound" dropdown. The selected sound will play where you click the mouse, when active.
  • The day/night bar now updates in real time and has a numeric readout.
Troposhere
  • Added a new "Flying" skill and modified the effect of drinking a rainbow to change your hair style, skin color and hair color.
Starter Quest
  • Added a button to the top button bar for opening/closing the Starter Quest window.
Pirate Language
  • Added more word replacements and converted the mod to use the new JSON language format.
Balancing Tools
  • Proper opacity added to input when not hovering over the Developer Tools dialog.
Wayward - Drathy


We're happy to announce the release of Wayward beta 2.3 "Expression".

Beta 2.3 marks the biggest major release to date, with over 180 additions, fixes, and improvements. And even then, we sadly couldn't fit everything we wanted to put in due to time constraints.

https://www.youtube.com/watch?v=-2YiBVus-vU
Some bigger additions this release are:
  • Character customization with import/modding support
  • New game menu with seed selection/game name
  • Malignity is now “Reputation” with changes/improvements
  • New tilling and gardening changes
  • Spatial audio
  • Hand selection for gathering/combat
A lot of time was also spent developing a certain yet-to-be-complete feature which we kind have been teasing about in our Discord and in the last newsletter. Well, since somebody is going to find the references in the code sooner or later: multiplayer is now planned and in development. We can't promise when this will be implemented, but it is coming... "soon".

As always with major releases, we plan on supporting the 2.3 series with multiple faster patches and releases as the bugs/issues come in from the community.

Wayward is 15% off from March 31st to April 7th, 2017 on Steam, Humble Store, and our Website!

Happy Waywarding!

Full changelog below:

New
  • Added character customization. You can now choose a hair style, hair color, and skin tone. Included with this is the ability to import and export characters.
  • Added a new game menu that will allow you to choose a game save name, world seed, and character customization.
  • Added multiple new hair styles with small improvements to the old ones (more detail).
  • Fertile soil is now crafted and placed down to till and plant things in (instead of placing it over plants to increase fertility).
  • Added hoes and tilling functionality.
  • Spatial audio has been implemented. Sound effects will now sound more distant or directional, based on the source position.
  • Iron ore now weighs less and have more material per vein. This allows smaller iron crafts (lockpicks, bullets, arrowheads, etc.) to be dissembled again and take less resources. Iron craft requirements have been re-adjusted to accommodate this change resulting in many iron items weighing less.
  • Tongs have a new "Grasp" use that will allow you to pick-up items in fire/lava without hurting or burning yourself.
  • Separated out the pickaxe functionality from the stone axe. They are now two separate items. Also added an iron/wrought iron axe.
  • A changelog section has been added to the main menu, with support for viewing the current and previous changelogs.
  • Three new milestones added for -64,000/+64,000 reputation and animal taming.
  • The turn count is now listed in the malignity tooltip and in the highscore list.
  • You can now sort crafts by unlocked time.
  • Redesigned the skills and milestone dialogs with progress bars.
  • You will now be interrupted during resting or sleeping if a creature is damaging a wall or doodad within 5 tiles of you.
  • An "Un-equip all" button has been added to the equipment window.
  • You can now dismantle gravel into a pile of sand and stones. Its weight has been increased to accommodate this change.
  • Added a new creature with unique interactions.
  • Ash can now be placed down as a tile.
  • Containers now save their sorting after closing.
  • Creatures will now enter/exit caves if your reputation is lower than their spawning malignity (unless tamed).
  • You are now allowed to drop items on some doodads. If the doodad is lit, it will cause fire to propagate on the items if they are flammable.
  • "Keep Sort Active" will now also apply to containers.
  • Skeletal mages spawn skeletal remains instead of stone walls.
  • There is now a keybind to open the dismantle tab of the crafting dialog. The crafting keybind will open the crafting tab. Either key will close the dialog if the tab is already open.
  • Added a crafted reputation (malignity) rate in item tooltips.
  • You can now select which hand to use for attacking/gathering now. You will no longer attack/gather with both hands simultaneously.
  • Added our new developer, Aari to the credits.
  • Hide UI option added (for screenshots).
  • The icon for reputation (malignity) will now change based on good/bad reputation.
  • Wayward will now provide an error when running on an unsupported browser or system.
  • Added a combat hint.
  • Templates (houses, ponds, lava, etc.) are now mirrored and rotated to provide more variation.
Improvements
  • Malignity has been renamed to "Reputation" with two factors, malignity and benignity (bad/good). Positive values of reputation are good; negatives are bad.
  • Fertility of a plant is now boosted if planted or spread to a fertile dirt tile (placed via fertile soil). Additional fertility is given by watering exclusively (using the pouring action).
  • Trampling plants now removes durability from them instead of fertility, causing them to eventually break based on durability.
  • Plants no longer grow/spread/heal when there are items on top of them.
  • Improvements made to fire starting and torch lighting logic. Now only certain conditions will require kindling and fuel.
  • Improved creature performance, increasing movement speeds on lower-end machines.
  • Chickens will now lay eggs once again instead of them needing to be carved from the corpse.
  • You can no longer release and tame so quickly after each creature release.
  • Creatures now become scared when their health gets below 10% or 1 health instead of 3 for all creatures.
  • Tuned the sundial messages to more accurately represent the current time (with at least 50% camping skill).
  • Sound effects and particles no longer occur all at once after sleeping/resting.
  • Lit doodads (and fire on its own) will now produce ash as they burn.
  • Lava now damages or heals creatures.
  • Iron/wrought iron shields now bob on movement.
  • "Doodad Required" is now labeled as "Additional Requirements" as there can be multiple and non-doodads required.
  • Improved the UI of Crafting/Dismantle tabs.
  • Fixed some consistency issues with hover effects and background colors for help/options.
  • The loading/saving animation now starts and animates quicker.
  • Item groups are no longer listed with prefixes within item tooltips.
  • Saving your game from in-game now displays a "Saving Game..." message.
  • Corpses on lava will now trigger a fire to start.
  • Added sound effects for creature special abilities.
  • Creature special abilities are now logged in messages.
  • Healing actions are no longer notified/sounded on creatures when they are already at full health.
  • Animal pelts are now included in the "fabric" group.
  • You can now use animal fur to stoke fire.
  • Doodad/wall damaging sounds will now happen out of line of sight/field of view, within a large radius.
  • You will now turn to face used doodads/fire sources when dismantling/disassembling/crafting.
  • Daily Challenge and Normal play now have separate tabs in the Highscores submenu.
  • Added particle effects for more actions, including dropping items into water.
  • The save button is no longer displayed within the daily challenge.
  • Pulchritudinous, Prepared, Collector, and Treasurer milestones will now check if their requirements are met on game load.
  • Disabled the "enabled" checkbox on mods that only provide languages as switching their enabled status had no effect.
  • You can now use a raft in shallow water.
  • Added some hierarchical tweaks/improvements in the about/options menu.
  • Giant rat corpse colors are now consistent with their living graphics.
  • Added max lengths for all inputs and filters.
  • Improved the milestone earned message and grammar.
  • Added unique gained/lost messages for hunger and thirst.
  • Removed the quest that asked you to equip two held items in the Starter Quest.
  • Decreased chance of ash spawning on burning flammable doodads/plants.
  • Added hints in the form of messages to suggest using your hands to gather, dig, or resting without a bedroll was less effective than using items.
  • Improved dialog resizing by increasing the anchor size and adding proper space on the bottom tops of dialogs as not to interfere with other buttons or filters.
  • Traps now only display a message if you are within line of sight with them.
  • Extra items received from milestone completion will no longer modify/be randomized from seeds (which could corrupt the seed for player to player).
  • Improved many messages by replacing "item", "this", etc. with actual names of things used on/with.
  • The item graphics for iron/wrought iron items are now more consistently mirrored to differentiate them from each other.
  • Increased visual readability and consistency of stat bars and icons.
  • Added a button to the top button bar for opening/closing the Starter Quest window.
Bug Fixes
  • Fixed a bug that produced incorrect durability on harvested/gathered items from plants.
  • Fixed an issue where building up terrain over water and then digging that terrain would not give the correct item back.
  • Fixed a bug that caused tactics to only be raised on a creature's death blow instead of when any damage was caused.
  • Moving or picking up over a tile with both fire and lava will no longer try to do burn damage twice.
  • Fixed the Collector milestone having one too many items, making obtaining it impossible without mods enabled.
  • Fixed not being able to ignite a torch from lava or doodads on fire.
  • Fixed autosave not working and displaying a save message in daily challenge mode.
  • Fixed an issue with quickslots where they would not detect new instances of an item when created through certain interactions.
  • Improved the transitions between caves and the overworld. You will no longer appear to slide into the entrance/exit.
  • Fixed a bug where a tamed creature could swap positions with you, and potentially corrupt any fish that was under you into a bugged state.
  • Fixed sort by decay not working correctly.
  • Inputs are no longer processed while the loading screen is shown, which fixed a bug that allowed you to move while resting/sleeping.
  • Collecting growing grass no longer returns the grass seeds.
  • Fixed an issue that did not recalculate lighting after an item changed states (when a torch was doused for example).
  • Fixed an issue where fire could not spread to tiles to the right/bottom of itself.
  • Fixed spyglass counting as a light source when equipped
  • Fixed a bug where uncraftable items were not being sorted when crafts were sorted by name.
  • Fixed a bug that did not produce a bare tree when gathering from a tree that was grown on a tile that was originally water.
  • Fixed an issue where fire elementals could spawn fire on non-flammable doodads.
  • Fixed container/inventory sorts reversing when loading the game with the "Keep Sort Active" option enabled.
  • Fixed a bug that caused warnings when switching language with no saves.
  • Fixed weapons and shields not rendering over hair when facing in a forward direction.
  • Fixed many incorrect offsets/missing pixels for several equipped items and other inconsistencies.
  • Fixed an instance where a creature could become instantly untamed after taming it.
  • Fixed an issue where saving/loading screens would sometimes open/close too quickly, causing a flash.
  • Changed the order of when player burning happened, so it no longer happens after movement (mod compatibility fix).
  • Fixed a bug that would produce inaccurate vulnerable/resistant armor messages when getting damaged by creatures.
  • Fixed a bug that did not propagate tile effects (getting burned, setting off traps, etc.) when using "Pick-up All Items" like it did with "Pick-up Item".
  • Daily challenge no longer shows it is (falsely) saving the game when going back to main menu.
  • Fixed an issue where option tooltips would show up within the help/hint window.
  • Fixed an issue where being poisoned or burned while swimming would produce visual glitches.
  • Removed a message stating "you can always return back to these lands" for Daily Challenge mode when sailing to civilization (since you can't).
  • Fixed several bugs where some mouse cursors were not showing properly or at all (loading cursor).
  • World tooltips are now hidden when the action menu is up.
  • Picking up lit torch doodad will now automatically equip it as torches should not be lit in your inventory.
  • Traversing the sea will no longer start a new Daily Challenge game when used in that mode.
  • Fixed an instance where creature taming was not effected by the seed's randomization.
  • Fixed a bug where you could drag and drop dismantle/crafting tabs. They also no longer act as links, sometimes causing visual issues/browser artifacts.
  • Fixed a couple instances where messages appeared if the location was on screen rather than if a player could see the tile. For example: a water container breaking in fire.
  • Removed ability for explosive traps to be used more than once.
Balance
  • Aberrant scaling now uses a player's tactics skill for their defense, strength stat for their health and parrying skill for their damage instead of all using strength previously.
  • Milestones no longer give bonuses in the current game. The benefits only apply at the start of new games.
  • Reduced the range in which monsters move and de-spawn in.
  • Creatures will now move around when you are on different levels (cave/overworld) than them.
  • Increased weight limit by 5 points (by default).
  • Fire may now spread to an adjacent tile if stoked past raging status.
  • Parrying is now considered peaceful and will increase reputation instead of decreasing it. Some other skills tweaked in reputation (malignity) values as well.
  • Transmogrification will now fully repair an item and re-roll any previous skill bonuses; however, will no longer exponentially increase in max durability (to insane levels).
  • Slightly reduced wall/doodads breaking chance for creatures.
  • Increased durability of all kilns.
  • Increased durability on all clay and stone structures/doodads like walls, floors, furnaces, etc. Stone is now highest durability tier. Sandstone/wood remains the same.
  • Chance of gathering resources bare-handed has been slightly increased.
  • Digging without a tool now decreases chance of resource gather.
  • The lowest weight an item can be has been lowered slightly in regards to item weight variance.
  • Explosive traps now do more damage and can set fires.
  • Slightly increased chance of trampling plants (due to it using durability instead of fertility now).
  • Advanced and expert crafts are now slightly harder to craft.
  • All creatures now have half their health due to the removal of double player attacks per turn.
  • Reduced drake spawning malignity slightly (so you don't need to keep max malignity).
  • Sleeping no longer increases reputation.
  • You can no longer start or stoke a fire with a full tile of items over it.
  • Decreased chance of cave entrances when gathering/digging slightly.
  • Increased default durability slightly on all items that have no set durability.
  • Slightly increased the amount of malignity you receive on a strength stat gain.
  • Increased the life span of bark torches.
  • Added new, more varied ways to get each type of treasure.
  • Decreased rarity of tattered maps by allowing them to spawn in caves.
  • Traps now have variable amounts damage (shown in tooltip).
  • Grey wolves now accept bones as offerings (and added a new bone group).
Modding
  • Added support for .json language files, allowing translations without coding knowledge.
  • Updated the Modding Guide with new beta 2.3 information as well as new section on the new .json specifications.
  • Added a way for mods to register custom skills.
  • Added a customizations JSON file for mods to add custom hair/skin colors and hairstyles without requiring scripts.
  • Added OnContainerItemAdd, OnContainerItemRemove, and OnContainerItemUpdate hooks.
  • Added an OnPlayerDeath hook.
  • Modders can now use ui.appendStyle(id, css) for adding a custom stylesheet to their mod.
  • Implemented createButton/removeButton for adding/removing buttons from the top button bar.
  • Fixed an issue where input boxes would not accept characters that were keybinded to toggleable actions such as "o" for options.
  • New formatting added for language definition scripts for easier modding.
  • Mods no longer require onLoad, onUnload, or onSave event handlers.
  • Added onUninitialize method to mods.
  • Modifications can now use multiple files.
  • Added a "Developer Logging" option.
  • Equipped items are no longer tracked via an ".equipped" property. You can now use .isEquipped() instead of looping through inventory.
  • Refactored item onUse/use. These properties are now defined differently.
  • Added Mod.getFile to retrieve the text content of files in your mod directory (useful for CSS).
  • Removed the CalculateCreatureMoveType hook. creature.setMoveType is to be used instead.
  • Fixed the OnTurnComplete hook being called too early.
  • Mods that override game graphics/images no longer require scripts, they can be edited via a .json file.
  • mod.json formatting has been changed to use camelCasing for all properties.
  • Spaces within prefixes such as "an ", "a " are no longer needed within translations.
Technical
  • Updated Wayward to TypeScript 2.2.1.
  • The Wayward codebase is now modular.
  • Wayward has been updated to use Electron 1.6.1.
  • The Steam overlay should now be working on most Windows 7/8 systems once again.
  • On select operating systems and hardware configurations, you can now use the "opengl" renderer to allow Open Broadcaster Software to capture Wayward directly (game/window capture) without needing to capture full display.
  • Implemented a new launch_options.json option: "renderer" with options: opengl, egl, osmesa, swiftshader and default (defaults to either egl or opengl depending on OS).
  • UI related messages are now in a new Dictionary, UiMessage, instead of Messages. As a result, ConfirmScreen, InputScreen, and other Ui classes that recieved Messages now take UiMessages as well.
  • Fixed a Archiver.bulk() warning message appearing in console when publishing a mod.
  • Added support for corpses and creatures to be light sources (via new lightSource property).
  • Added preliminary support for multiple players (and real-time mode).

Mods

Ridiculous Hairdos
  • Introduced this mod for all of your ridiculous hairstyle needs.
Developer Tools
  • Added a template spawner and the buttons Disable FOV and Zoom Out.
  • Added a "Play Sound" dropdown. The selected sound will play where you click the mouse, when active.
  • The day/night bar now updates in real time and has a numeric readout.
Troposphere
  • Added a new "Flying" skill and modified the effect of drinking a rainbow to change your hair style, skin color and hair color.
Pirate Language
  • Added more word replacements and converted the mod to use the new JSON language format.
Balancing Tools
  • Proper opacity added to input when not hovering over the Developer Tools dialog.
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