Aug 5, 2018
Wayward - Drathy
We have been plugging away at another batch of bug fixes, modding goodies, performance upgrades, and other changes with a focus on quality of life improvements. Hopefully something for everybody to enjoy! Some stand-out features include:
  • Replaced the multiplayer menu with the world menu, allowing you to change your turn mode and tick rate in an existing world.
  • Added an item breaking warning for dismantle and disassemble requirements.
  • You can now ignite torches with other torches or fire starting devices directly in your inventory.
  • Doodads that cause status effects will now warn players when attempting to walk over them.
  • You will now only lose half the stamina (based on item weight) when failing to craft items.
  • Fixed extreme performance hits from static in-game UI, especially when old messages are removed and scrolled.
It looks like we are getting close to wrapping up beta 2.6, but we still have some remaining unsolved issues as of yet. These include:

Character not appearing: https://steamcommunity.com/app/379210/discussions/1/1708438376927559767/

Freeze while saving: https://steamcommunity.com/app/379210/discussions/1/1759104257594700977/

Game freezing: https://steamcommunity.com/app/379210/discussions/0/1759104257593707044/

We are waiting on any additional information on these issues. Please let us know if you find anything! Instructions for reporting on each is located in the linked threads.

New
  • Replaced the multiplayer menu with the world menu, allowing you to change your turn mode and tick rate in an existing world.
  • You can now copy the message log, and export the entire message history in your current filter.
Improvements
  • Added an item breaking warning for dismantle and disassemble requirements.

  • Added filtering to the help menu for searching keywords.
  • Creatures are now easier to tame and will be tamed for longer based on how many times they have been tamed previously.
  • Added a "learn more" link to certain notes that open up relevant help articles.
  • Added a confirmation for attempting to heal yourself or others when at full health and not bleeding.
  • Replaced paused/resumed messages with a new pause/play icon.
  • Improved the look and consistency of all wooden items.
  • Official modifications shown in changelogs are now linked to their Workshop entry via their heading.
  • Added message logging for moving items, revealing the name of the container you moved the item(s) into.
  • You can now ignite torches with other torches or fire starting devices directly in your inventory.

  • Renamed the "Extincteur" milestone to "Exterminator".
  • Moving all items to a container will now no longer stop at the first instance of an item being too heavy to move, but instead will check if subsequent items are able to fit.
  • Doodads that cause status effects will now warn players when attempting to walk over them.

  • Dangerous movement confirmations (attempting to walk on fire/cacti/etc.) no longer show if they wouldn't actually hurt the player (via equipment protection).
  • Doodads and fire requirements are now separated within item tooltips, showing a red label if you don't have either or.
  • Added icons for all help articles.
  • Walk to tile will now walk through wooden gates.
  • Fire elementals and lava beetles can now be used as a fire source for crafting and lighting torches.
  • The dedicated server IP or hostname field will now remember the last server you joined.
  • Decreased how long the server pauses when players are connecting.
  • Improved the loading screen messages when joining a server.
Bug Fixes
  • Fixed a bug that would not let you remove anything from a container if "Use Adjacent Containers/Items" was disabled. (Thanks sechsauge!)
  • Fixed disassembly "Additional Requirements" label showing for item tooltips that could not be disassembled.
  • Fixed some instances where tick time could freeze by changing some options while the game is running.
  • Fixed some instances where legendary item defense values were not getting applied (doodad and burn damage).
  • Fixed the server welcome message counting the server as a player.
  • Fixed copper disassembly requirements not showing that it requires a fire source.
  • Fixed the message area shrinking in size over time while the developer tools were open and docked to the side of the game.
  • Fixed some error messages showing HTML code.
  • Fixed the translation for time only showing PM in the hours of noon and midnight.
  • Fixed an oversight where healing other players did not stop bleeding or provide healing notifiers.
  • Fixed a rare desync when new players join a server.
  • Fixed a bug where item confirmations did not display if an item was used as the default use in a quickslot.
  • Fixed directional facing binds not working (shift + W/A/S/D by default).
  • Fixed a few tipos.
  • Fixed the open crafting dialog bind and button not toggling crafting (if it was set to dismantle). (Thanks Junis!)
Balance
  • Damage from stepping on doodads (such as cacti) will now take into account foot protection instead of the total of all armor. Parrying will no longer be factored into damage reduction.
  • You will now only lose half the stamina (based on item weight) when failing to craft items.
Modding
  • Mods can now add their own dialogs using the new UI system (no HTML/jQuery required).
  • Mods can now add their own notes.
  • Mods can now add their own help articles.
  • The fog color is now moddable.
  • Added an IsTileBlocked hook, used for "walk to tile" pathing.
Mods
Troposphere
  • Fixed walk to tile pathing through holes in the clouds.
  • The fog color in the troposphere is now white, instead of black.
  • Fixed the nimbus not being damaged on use.
  • Added a help article and note for flying.
Technical
  • Fixed extreme performance hits from static in-game UI, especially when old messages are removed and scrolled.
  • Updated Wayward to Electron 3.0.0 beta 4 (from beta 2).
  • Update Wayward to use TypeScript 3.
Jul 20, 2018
Wayward - Drathy
As noted with our last release, we were working on some issues relating to performance. Now, some weeks later, we think we have something available that will help the majority of people that had issues previously (especially on lower end machines). This required much more extensive testing than normal for these minor releases, which is why it took a bit more time, and also why you'll find that this changelog may not seem very minor. This won't be the fix for all performance issues, and probably won't be the end of the beta 2.6.x series, as we still want to wrap up a few items before focusing on our next major release.

If you are still dealing with performance issues and don't want to wait, there's a number of options and possible solutions available for you. We recently released a guide on this, "Wayward Performance Guide" available here: https://steamcommunity.com/sharedfiles/filedetails/?id=1438746684
As you'll see below, this release was hardly all about performance, and more about balancing, improving, and fixing bugs in the game. A common issue we have seen in multiplayer is new players struggling. This is due to the very fast paced nature of the game when not playing in turn-based mode. To combat this, we have introduced a brand-new mode which adds a simulated turn-based environment for more strategic and dynamic multiplayer gameplay, allowing turns to only pass if players are actively performing actions. We've also opened up adjacent containers/items to be used in disassembling/dismantling fully, further decreasing some tedium in inventory management. This is just a few of the highlights; take a peek down below for more goodies.

Have fun and keep suggesting your ideas and reporting issues!

New
  • Added a "Simulated Turns" multiplayer mode, which allows time/turn passing as long as players are performing actions, otherwise the game will be paused.
  • Added adjacent container dismantling.
  • Added a /save chat command.
  • Added an option to disable auto saving.
  • Added an option to toggle adjacent container crafting.
Improvements
  • Added support for using multiple movement binds at the same time.
  • Added support for adjacent containers for disassembling/dismantling requirements.
  • Decreased saving and loading time, especially for dedicated servers. The file size of saves has increased due to this change (although exported saves will still be compressed).
  • Added an extra check to see if you are already facing a crafting requirement before turning to face the first instance found.
  • Added display of skill use reputation impact within crafting tooltips.
  • Merchant NPCs will now spawn on game saves that do not have them (from previous versions).
  • All hard-coded bind hints will now show what your actual binds are (instead of using the defaults) within the Starter Quest.
  • Added more information to the stats help entry to explain how their maximum values work.
Bug Fixes
  • Fixed dismantling ignoring the order of items if no turn was passed after sorting items. (Thanks CMDR Kargen Dracos [INR]!)
  • Fixed an issue where some players were experiencing the game freezing/crashing while saving.
  • Fixed occasional uncaught errors related to multiplayer connections (when hosting a dedicated server).
  • Fixed the attack damage label values not updating.
  • Fixed a bug where both the character selection and main menu would appear when joining a game from a player's Steam profile with Wayward closed.
  • Fixed an issue with some integrated GPUs that caused incorrect colors and other rendering glitches/visual artifacts.
  • Fixed an issue where disassembled items could result in items with higher minimum durability than their maximum. (Thanks CMDR Kargen Dracos [INR]!)
  • Fixed a bug that would cause keyboard controls to become stuck after holding them down while pressing the chat focus bind. (Thanks AbstrXact_Data!)
  • Fixed the chat bind working when an interrupt is visible.
  • Fixed the "Menu Enter" bind not working on input interrupt menus.
  • Tumbleweeds may now drop their resources on adjacent tiles as dropping on the same tile did not allow it to grow. (Thanks Arnkh!)
  • Fixed an issue where some books could contain items that resulted in you weighing more after opening them. (Thanks CMDR Kargen Dracos [INR]!)
  • Fixed a bug where weight did not update after learning from an old educational scroll.
  • Fixed the "equip hovered item" bind still toggling the equipment dialog when you're hovering an item.
  • Fixed an extra space appearing in Starter Quest completion messages.
  • Fixed legendary strength items not effecting max weight when equipped. (Thanks Arnkh!)
  • Fixed an issue that caused dialog filters to filter incorrect items in.
  • Fixed an instance where hitting locked chests or creatures barehanded with hand protection provided no benefits.
  • Fixed gathering with hands not damaging your equipment enough, leading to this method being better than gathering with an actual tool. (Thanks Arnkh!)
  • Fixed swimming animations not resetting after travelling.
  • Fixed an issue where legendary skill items could potentially result in percents with more than 1 decimal point. (Thanks Arnkh!)
  • Fixed a bug where legendary attack damage was not applying to melee weaponry. (Thanks Arnkh!)
  • Fixed a bug where loading saves without previously loaded mods would still attempt to add modded items, skills, etc. through normal means.
  • Fixed move to tile not stopping movement while moving in front of an NPC. (Thanks Arnkh!)
  • Fixed +load for dedicated servers not generating a new world if the save specified did not exist.
  • Fixed the dismantle filter getting reset after passing a turn. (Thanks Arnkh!)
  • Fixed renamed containers not displaying their new name until they are closed and re-opened. (Thanks CMDR Kargen Dracos [INR]!)
  • Fixed the menu bar overlapping quickslots when there are enough menu bar buttons at certain resolutions.
  • Fixed some text being removed when switching languages.
Balance
  • Removed the ability to get hurt (or bleed) from gathering most plants with no tool/hand protection.
  • Carving corpses will now provide positive reputation in cases where the creature was hostile. (Thanks Aaron!)
  • Treasure guardians will now be more difficult at lower reputation levels.
  • Attacking creatures or hitting locked chests barehanded (without hand protection) can now cause bleeding.
  • Doubled spyglass durability.
  • Only tamed chickens will now lay eggs. Clucks-be-gone!
  • Added a larger lower range for exceptional/legendary item durability that are found or transmogrified (does not effect crafted items, which have a much larger cap).
  • Using your hands will now use more stamina than using tools for gathering, harvesting, digging, and attacking.
  • Decreased base aberrant spawning chances, and further decreased the chance as your reputation is raised.
Technical
  • Upgraded to Electron 3.0.0 which should improve compatibility and performance, especially on lower-end machines.
Jul 3, 2018
Wayward - Drathy
A new batch of fixes is ready for you all!

We are currently looking into some performance issues related to some integrated GPUs. If you are having performance issues and have a discrete graphics card, make sure the game is actually using it (there has been some reports of some cards/drivers defaulting to integrated). As for the performance issues - we will continue to look into them, which now appear to be caused upstream (which we are waiting on an update for).

Two fixes we are shipping with this release are "possible" fixes. One is regarding the issue where containers dialogs would not show when opened and the other was keyboard movement getting "stuck" until a mouse click was made on the game screen. Please let us know if you are still getting these after beta 2.6.2.

We appreciate your patience while we address the remaining issues with the beta 2.6 release.

Bug Fixes
  • Possibly fixed a bug where sometimes keyboard movement and controls would become "stuck" until a mouse click was made on the screen.
  • Possibly fixed containers showing behind the game screen rarely (making it so it appeared as nothing happened when you tried to open containers).
  • Fixed an oversight where you could only rest on the ground with a bedroll placed under you. (Thanks CMDR Kargen Dracos [INR]!)
  • Fixed sleeping on a bedroll you are facing not checking for fire adjacent to facing tile (but rather the tile you started on). (Thanks Theodis!)
  • Fixed an issue where multiple tooltips would appear if the information updated while your mouse was still hovered over it. (Thanks sechsauge!)
  • Fixed the possibility of players timing out while the server is saving. (Thanks Valdig!)
  • Fixed a multiplayer desync caused by healing tamed creatures. (Thanks MrAmazing!)
  • Fixed a rare chance that players were unable to join a multiplayer game that they previously disconnected from.
  • Fixed a bug that made you bleed inappropriately when starving to death, drowning, taking poison damage, and many other things.
  • Fixed the filter not working in container dialogs. (Thanks Banaman!)
  • Fixed items getting held in cursor after dying while dragging an item.
  • Fixed crafting tooltips reporting incorrect item amounts based adjacent containers/items. (Thanks Arnkh!)
  • Fixed resting/sleeping screens closing when players join in multiplayer.
  • Fixed treasure maps not having the tops of trees in the "drawing".
  • Fixed sugar canes not producing resources to gather when budding and fixed some wording on their description. (Thanks Fangthane!)
  • Fixed death in multiplayer games not triggering ghost vision or closing certain dialogs when in hardcore difficulty.
  • Fixed the middle mouse button failing to move to tile in many situations.
  • Fixed message sources (filter editing) not being translated for the Starter Quest.
  • Fixed some notes missing spaces by italicized words.
  • Fixed some wording issues within the Starter Quest completion messages. (Thanks CMDR Kargen Dracos [INR]!)
Improvements
  • Move to tile will now stop when taking damage from stamina/encumbrance.
Balance
  • Slightly increased the weight of coconuts (as sometimes dismantling them would produce items with unrealistic weights).
Modding
  • Added PreSaveGame and PostSaveGame hooks
  • Added a ShouldStopWalkToTileMovement hook.
Mods
TARS
  • Fixed an issue where TARS would attempt to place items continuously within the same container.
  • Fixed message sources (filter editing) not being translated.
  • Fixed TARS randomly attempting to go into the water and end up killing itself tragically.
  • Fixed an issue where TARS would keep trying to rest while at -1 stats, leading to eventual death.
Technical
  • Added a backgroundThrottling option for reducing resources when Wayward is minimized/not in focus. This is only intended for use in single player games.
Jun 30, 2018
Wayward - Drathy
Hey all, we are just delivering a small patch tonight to address some of the beta 2.6 launch issues as well as a few improvements thrown in. We fixed up some major performance issues as well as corrected some pretty big multiplayer bugs.

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

Bug Fixes
  • Fixed some performance issues on lower end machines as well as many macOS machines (you wouldn't believe what the cause was).
  • Fixed walk to tile not moving correctly in cases of high latency in multiplayer games. (Thanks Amax!)
  • Fixed auto harvest still working when both hands are disabled. (Thanks Adrien S. Enzo!)
  • Fixed an issue where multiplayer games could increase too large in size due to saved messages, causing players to no longer to be able to connect afterwards.
  • Fixed dedicated servers not starting properly when single quotes were present in the name. (Thanks Theodis!)
  • Fixed the player count command counting the server in dedicated servers. (Thanks Theodis!)
  • Fixed an error that happened when trying to feed/tame previously tamed creatures (from an upgraded save). (Thanks Cort Gdard!)
  • Fixed absent players on upgraded server saves receiving 0 in all stats. (Thanks Theodis!)
New
  • Added viewing/sending message support to the dedicated server menu.
Improvements
  • Merchants will now face you when trading with them.
  • Increased the volume of creature movement/taming sound effects.
Balance
  • Increased the chance for sharks to despawn when out of view and range from them.
  • Feathers are now considered tinder and can be used to stoke fires.
  • Decreased the odds of chickens and harpies dropping feathers.
Mods
TARS
  • TARS will now use move to tile path previews for movement display (instead of particle effects).
Wayward - Drathy


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

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

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

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

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

https://www.youtube.com/watch?v=qC3AGkCN4n8
New
  • Added NPCs to the game that will spawn rarely and randomly in your world that you can barter and trade with.
  • You can now pathfind/move automatically to a tile using ctrl + left click (or middle mouse click) by default. You can preview the path by holding down ctrl. (Thanks Amax!)
  • You can now use adjacent tiles with items or containers as a source for crafting ingredients and recipe discovery.
  • Added tons of new legendary properties that are applied based on the item including damage, defense, stats, reduced item weight and many more.
  • Added a new "Notes" system to replace the previous hint system, providing non-intrusive hints and flavor to discovering the mechanics of Wayward.
  • Dying in hardcore mode will no longer instantly delete your save. You can now explore the world as a ghost, and retain worlds where you are a ghost.
  • Added animal glue, crafted from boiling animal bones and tissue.
  • Added coconut containers along with more coconut depth including dismantling to coconut husks, peeled coconuts and coconut meat.
  • Added "bone meal", to be used for fertilizer with compost and soil to create fertile soil.
  • Added a new set of obsidian tools and weaponry.
  • Added preview thumbnails to save slots in the load game menu.
  • Redesigned the help menu to feature a list-based layout to quickly find help articles with shortcut/navigation support.
  • Added "old educational scrolls", a new item that can help train specific skills.
  • Introduced the slippery "mudskipper" creature.
  • You can now filter the controls in the options menu.
  • Added two new skin tones, two new hair colors.
  • "Dead bushes" have been replaced with tumbleweeds with unique functionality.
  • Added three new milestones, "Pacifier", "Merchant", and "Notekeeper".
  • Added a console mode for dedicated servers.
  • Added the ability to pause multiplayer games (within the multiplayer menu).
  • All items are now able to be legendary tiered (not only equipables).
  • Added an option to disable visibility of helmets (will only effect your character).
  • Added more books and writings.
  • You can now make sand casts with clay, sandstone, and rock, instead of just wood with new types of sand casts added.
  • Added "stripped leather", dismantled from leather hides and used as cordage for strings.
  • You can now "build" bedding items, allowing you to use them directly on the ground instead of directly from your inventory.
  • Added a new action, "smother fire" to piles of dirt, sand, etc. used to extinguish fires.
  • Added a chat button that can send messages using mouse controls.
Improvements
  • Trees will no longer be inexplicably randomized which often did not produce all resources from the tree, especially when gathering during the ripening stage. Rocks/mountains will also no longer be randomized fully.
  • You can now change the positions of the static elements in-game (stats, messages, and the menu bar).
  • Implemented better support for high DPI displays, reducing blurry graphics and other rendering artifacts.
  • Resource gathering (as well as carving and harvesting) will now produce resources in steps on each action at a time instead of all items at once.
  • "Auto Gather" is now "Auto Gather/Harvest" and has been disabled by default.
  • Scared creatures will no longer flee from you outside of small radius, making it so they will no longer be found near shorelines most of the time.
  • You can now randomize your character name separately from your customizations.
  • When connecting to a multiplayer game, it will now reveal how many players are connected and what your ping is via messages.
  • Special mountain resource types (limestone, talc, iron, etc.) will no longer switch to their normal forms when depleting the resource, instead, they will have a mix of all resources present at the same time.
  • Aberrant creatures will now drop high quality items and provide higher quality resources on carving (including the legendary tier) instead of dropping purely random items.
  • Messages are now retained between saving and loading the game.
  • Reorganized the way highscores are displayed, added colorization and difficulty icons.
  • Iron and wrought iron armor now look unique from each other.
  • Added a "close container" action if a container is opened to add back in the functionality to close containers with the item menu.
  • Clay now spawns as part of normal world generation.
  • Hooded items will no longer show helmets underneath them.
  • Added more multilingual and international keyboard bind support.
  • You can now scroll through the message history when the messages dialog is closed.
  • You can now filter messages based on their sources (for instance, chat, combat, skills, etc.).
  • Mod options now have subtabs in the options menu. Clicking on their options button in the mods menu now scrolls to their own section instead of the mod options section.
  • Wearing gloves/boots will now protect players from status effects caused by gathering/harvesting and stepping on certain plants/doodads.
  • Added a quest for learning quickslot usage in the Starter Quest (due to auto gather/harvest changes).
  • Botany and mycology will now be used for harvesting benefits instead of planting. Gardening will now be used for planting instead of harvesting.
  • You can now create a passage of lava when digging down into lava.
  • You can now consume glue (why though?).
  • "Heal Creature" is now "Heal Other" and will work on other players and entities.
  • There is now a maximum length when renaming items, creatures, etc.
  • Rolling back to a previous version of Wayward will now warn about save corruption and provide a way to close the game.
  • Improved the creature graphics of sandcats, imps, harpies, goats, and claw worms by adding outlines.
  • Reduced walking sound volume slightly.
  • "Carve with tool" is now shown when facing gathererable tile events and harvestable doodads and carving can now be used as a shortcut for gathering/harvesting them.
  • "Fertile dirt" terrain has now been renamed to "fertile soil" to match the item counterpart.
  • In-game iconography (for the menu bar and equipment slots) have been increased in pixel depth and now have increased readability.
  • Added bind colorization to the menu bar button tooltips.
  • Tile events (tumbleweeds and honey fungus) are set up to be gathered instead of harvested, as it is always a destructive process.
  • Bones can now be dismantled into bone fragments with a hammer.
  • You can no longer "Collect" (pick-up) doodads when there are players or corpses over them.
  • Added a starter quest for building wooden chests and creature taming.
  • "Drop on Gather" is now "Drop on Gather/Harvest" and will now log what item was harvest/gathered and dropped in messages.
  • Improved the look and color of shadows under hair.
  • Music is now stopped/restarted when muting/unmuting.
  • Added a bit of variation/randomization in the amount of resources gathered from plants/mountains, especially during their final stages for plants.
  • The difficulty and whether you've won or died in a save is now shown in the save slot tooltip.
  • The harvest action will now be applied to all resources that do not destroy the plant. Using "Gather" on harvestable plants will automatically use "Harvest".
  • Combined the effective/ineffective damage messages if the damage types matched multiple armor pieces with conflicting resistances/vulnerabilities.
  • Category and skill sorting layouts in the crafting window will now display alphabetically and will reverse itself if selected again.
  • Resource gathering skills will now provide bonuses to how many resources you gather/harvest/carve at one time.
  • Clay terrain templates now appear more organic.
  • Clay brick houses will now possibly spawn items and doodads (like other generated templates).
  • Improved the visual communication with bad (left) and good (right) drink liquid icons appearing on container items.
  • Added a keybind for saving the game.
  • The "friends" menu now automatically refreshes every few seconds.
  • Wrought iron no longer appears with "rust" on it visually and features a new color scheme.
  • Gathering/harvesting messages will now reveal which hand was hurt during gathering if auto gathering/harvesting.
  • "Amber" is now "copal" and requires to be ground to be melted for use in reinforcing items.
  • Resting or sleeping when in real-time mode will no longer make reference to hours.
  • Some rudimentary touch support has been re-enabled.
  • Orb of influences will now reveal if the impact was negative or positive when rubbing.
  • Renamed the "archery and firearms" skill to "marksmanship".
  • Ornate capes are now repaired and reinforced with the tailoring skill. (Thanks ghostyTrollcrow!)
  • Wooden spears and swords now use the woodworking skill to craft.
  • Treasure guardians will now spawn more consistently, increasing the difficulty slightly.
  • The bull boat now uses a leather hide instead of tanned leather. (Thanks Axxron, Scourge of the tts!)
  • Added some missing skill types for dismantle items (which were defaulting to tinkering previously).
Bug Fixes
  • Fixed an oversight that did not take into account repair requirements when repairing doodads. (Thanks blay.paul!)
  • Fixed a rare case of a multiplayer server shutting down 3 minutes after a client connects. (Thanks Renzourin!)
  • Corrected some instances where fire did not spread or overflow to certain tiles/item/doodad scenarios. (Thanks ghostyTrollcrow!)
  • Added a workaround for the 'GL_EXT_frag_depth' extension not being supported on some hardware.
  • Fixed an issue with the Explorer milestone that did not unlock tiles by gathering from them. (Thanks helixA!)
  • Fixed client crashing not disconnecting players from server in some instances.
  • Fixed multiple issues that would result in focusing on the search filter when clicking on a dialog. (Thanks ghostyTrollcrow, Svarog!)
  • Fixed having hashtags in directory paths not being able to load modifications. (Thanks timestop1528!)
  • The dedicated server identifier is now randomized, correcting connection issues when importing a client-sided save game and trying to connect to your own server. (Thanks Jaxic!)
  • Fixed not being able to set more than one secondary bind.
  • Fixed a bug that froze the game while trying to rest while a hint window was up. (Thanks PaladinQueen!)
  • Fixed the default dialog opacity being 5000% instead of 50%. The default has been changed to 80%.
  • Fixed a bug that would double terrain items when digging cave entrances back up after being covered. (Thanks WandNova!)
  • Fixed a bug that always returned the bonus minus 1 when using consumable items with a skill/quality bonus. (Thanks ghostyTrollcrow!)
  • Fixed changing the language not updating the translations in the current screen.
  • Fixed the fullscreen option not being checked on first launch of the game (even though it is fullscreened by default).
  • Fixed Steamworks not working on 32-bit Linux.
  • Fixed the usableWhenPaused action option not working. (Thanks Amax!)
  • Fixed a graphics issue that occurred on some hardware in WebGL 1 mode where half the screen (diagonally) rendered incorrectly.
  • Fixed some unclear messaging regarding offering items to already tamed aberrant creatures. (Thanks UrbanGear!)
  • Fixed not being able to search for "chemistry" items and crafts within the craft/item filter. (Thanks Axxron, Scourge of the tts!)
  • Fixed lava not illuminating the caves if it was the first time you went down and saw lava.
  • Fixed an issue where the game would notify you of increasing health instead of decreasing after traveling.
  • Fixed languages not being added to the language dropdown if the options menu was opened, and then the language mod was enabled afterwards.
  • Fixed a memory error from adding too many lava/lighting tiles (through custom means/modifications).
  • Corrected the tailoring skill description by mentioning leather when it should not have. (Thanks Lyceq!)
  • Corrected a Steam bug that allowed non-Steam friends to join friend-only games.
  • Fixed some multiplayer desyncs.
  • Fixed some metal chests not requiring fire or anvils to craft.
  • Fixed a graphical issue on macOS where some icon animations were blurry.
  • Fixed the "Grasp" action reducing durability when nothing was available to grasp.
  • Fixed an issue where automatically enabling a language (through enabling a mod) did not save it as the language selected.
  • Fixed filled liquid containers and lit torches not using the proper skill when reinforcing them. (Thanks ghostyTrollcrow!)
  • Fixed a bug that produced low durability items that did not show their red border when gathering/harvesting from plants that were low durability.
  • Fixed corpses from named creatures not appearing in quotes.
  • Fixed legendaries with a chemistry skill bonus not working or displaying correctly.
  • Fixed an issue where item quality benefits were not appearing for items that didn't have a skill associated with them.
  • Fixed a bug where you could dig close to both seawater and fresh water and produce water that did not contaminate. (Thanks PaladinQueen!)
  • Fixed an oversight that allowed dead trees to heal over time. (Thanks ladyimp!)
  • Fixed starvation not causing the hunger bar to shake.
  • Fixed an issue where you could lose a flooring or any "set down" item permanently when using it to "extinguish" an open fire.
  • Fixed an issue where checking/unchecking options did not update quick settings.
  • Fixed "Open Mods Folder" not opening the mods folder for users that didn't have a readme.txt.
  • Repeated disassembly and re-crafting of items will no longer scale the component's max durability with the new crafted item. (Thanks the rift!)
  • Fixed wooden poles and copper arrows not counting as flammable items.
  • Fixed named creature corpses not showing as their names if there was more than one of the same type on a tile.
  • Fixed not being able to change to a time before 7:30am on the first day (affected Debug Tools). (Thanks Amax!)
  • Fixed a bug that did not take into account stamina reduction for alternate creature carving skills such as botany or mining (for certain unique creatures).
  • Fixed grammar issues in messages and tooltips when multiple items were renamed the same thing and were placed on the same tile.
  • Fixed an issue where template spawning would leave tile events (honey fungus) attached to nothing.
  • Fixed save names that were too long pushing save buttons off of the button viewport.
  • Corrected a harvesting message typo.
  • Fixed shortcut actions (like using dig on a tree to gather) from doubling their delay.
  • Fixed "carve with tool" being an option when facing a creature inexplicably.
  • Fixed an issue where "Reload and Continue Game" did not save other player data in a multiplayer game.
  • Auto saves no longer happen while resting/sleeping (leading to some pauses/freezing after resting/sleeping). (Thanks sechsauge!)
  • Fixed a typo in doodad and creature rename interrupts.
Balance
  • Copper tools, equipment and weapons are now "cold worked/formed" and no longer require casting or fire (except for when repairing).
  • Decreased default claw worm spawn chances and increased the effectiveness of reputation on either reducing or increasing the chance.
  • Reduced the maximum durability limit on items, giving more incentive to craft higher tiered items at higher skill levels/qualities.
  • Reduced chance of crafting legendary items (based on recipe item quality), weighing it more on skill rather than items due to the inclusion of legendary ingredients.
  • The odds of less "useful" plants have been increased on world generation (including poison ivy, tumbleweeds, fly amanita).
  • Skill legendaries can now have higher skill values and may include decimal values.
  • Chickens will now spawn at positive reputation levels instead of negative ones.
  • Goats and slimes will now spawn with positive reputation.
  • Disassembling items will now incur a 25% durability penalty on all base components instead of 50%.
  • Decreased the chances of receiving same or higher quality items from plants with quality (especially at legendary levels).
  • Decreased all resistances of giant rats, giant spiders, claw worms, and zombies by 1-2 points.
  • Decreased the chances of spreading plants retaining their parent's quality slightly.
  • Nitre, coal and iron will now be rarer in comparison to the other ores and minerals.
  • Fishing rods, fishing nets, and all hoes now provide positive reputation on crafting.
  • Decreased effectiveness of reinforcing slightly (due to inclusion of animal glue).
  • Increased durability and defense for all metal items; however, also increased the attack for medium to high tiered creatures to compensate.
  • Collecting (or picking up) doodads that are on fire will now burn you if you are not using a tool.
  • The stone knife now requires a handle and string to craft, but has increased durability.
  • Stone spears no longer specifically require wooden poles (and can use bone poles instead).
  • Stone arrows now require intermediate skill level instead of advanced.
  • Trampling can now occur on all growing plants during the seedling through vegetative stages.
  • Decreased the rate of egg production on chickens.
Modding
  • Hooks are now registered via the @HookMethod decorator instead of a mod.json field.
  • Added an API to add custom stats.
  • Added an API to add new status effects.
  • Added modding support for tile events via addTileEvent.
  • You can now add custom corpses for creatures by adding another corpse description object to addCreature.
  • Added an optional hook priority system. Each hook can choose its priority relative to other mods that use the same hook.
  • game.isTileEmpty now takes an ITile. Added a game.isPositionEmpty to replace the old functionality.
  • Added modding support for overlays (sprite layer used for making walk to tile graphics).
  • Added an OnItemDamage hook.
  • Added a proper @returns to getTileLightLevel. (Thanks Amax!)
  • The return of most hooks is now type-checked, and invalid results are ignored.
  • Added support for adding custom NPCs.
  • Added a suite of NPC-based hooks.
  • The menu bar button mod support now requires a description object that supports custom icons, a tooltip, and an onActivate method. Removed the OnButtonBarClick hook.
  • Added a GetPlayerMovementIntent hook.
  • Added a usableWhenPaused property for actions.
  • Added a PreLoadWorldDifferences hook.
  • Added an OnItemQuickslot hook.
  • Removed the GetNextMusicTrack hook in favor of editing or creating a custom EnumCursor which can handle which music track to go to.
  • Removed the CanClientMove hook.
  • Logging now supports multiple sources. Mods now have their own loggers accessible with this.getLog().
  • Fixed getContainerReference not accepting the proper amount of arguments.
Mods
TARS
  • Introducing TARS, a Wayward bot.
Debug Tools
  • Added a spawn NPC section.
  • Added a kill all NPCs button.
  • The default backslash bind will now work for international keyboards as well. (Thanks Bud!)
  • Fixed displaying modded things in dropdowns all lowercase and without spaces. For example, "glassbottlefilledwitharainbow".
Troposphere
  • All creatures now have corpses.
Alpha Tracks
  • Released a music mod, "Alpha Tracks" which adds two Wayward tracks used earlier in production.
Technical
  • Improved the performance of inventory and crafting sorting/updating.
  • Added a new property limitFps, defaulted to monitor refresh rate in launch options. Can be raised or lowered for additional performance/power saving.
  • Screen and menu transitions should now be smoother.
  • An error will now be displayed when trying to import very old save games from the Steam Workshop (instead of simply not working).
  • Changed the text system to use a more powerful interpolator, allowing arguments, colored text, and more in the future.
  • Updated music to use Web Audio APIs. Music no longer has to be faded/muted on loading.
  • Added a new property disableVSync to disable VSync when set to true in launch options.
  • The stats system has been reworked. All humans and creatures now use the same system.
  • Refactored enum iteration to use functional programming techniques, drastically increased the speed/performance of getRandom and getLength.
  • Added a new angleBackend property in launch options that will switch the back-end renderer with the following options: "default", "d9", "d11", "software", "gl", "gles" for additional hardware debugging.
  • Updated Wayward to use Electron 2.0.2.
  • Updated Wayward to use TypeScript 2.9.1.
  • Invalid (nonexistent) hair and skin colors now still work in existing characters or worlds.
  • Rewrote the Stats UI to be generated on the fly based on the stats that exist on the player.
  • Console output can now be filtered by source when in developer mode.
  • Added a new error message for save loading failures.
  • NewUi Components can now have custom context menus.
  • Utilities are now separated into different files (and their own namespaces).
  • Added a new colorProfile property in launch options that will force a color profile for the game with the following values: "srgb" (default), "rgb", "gamma24", and "none".
  • Changed BindingManager to capture presses globally, not per screen, to simplify the code and make the behavior more consistent.
  • Refactored most of the NewUi to simplify it, preferring a functional programming style.
  • Tile events now supports a graphicVariation property like doodads and no longer require to spread with spreadMax property.
  • Added NewUi dialogs, to eventually replace all the old dialogs. They can snap together and they resize with the viewport. As of this update, only four dialogs are using it: Messages, Notes, Quick Settings, and Edit Filters (for Messages).
  • Added a way to use Random utility functions as non-seeded.
  • Added additional GPU logging when enabling additionalLogging in launch options.
Apr 22, 2018
Wayward - Drathy


Wayward Birthday

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

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

Beta 2.6 Plans

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

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

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

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

Beta 2.6 Media Previews

NPC Party



Attack of the Tumbleweeds!



NPC Trading



Wikipedia Entry

We are currently looking for some help on developing a Wikipedia entry for Wayward. This will help indexing/categorization of YouTube videos created on Wayward among other things. If anybody is a Wikipedia editor, please get in touch - we can help you with any information you need. Wayward should be notable enough at this point (it has been featured in PC Gamer (both online/print), Rock Paper Shotgun, etc.); however, we can't do it ourselves as this would be against Wikipedia’s rules as “self-promotion” even though we aren't using it for promotion.

Content Contest



We are currently running a “content” contest. One where you can submit any type of media or content surrounding Wayward for a chance at winning some Steam cash and Wayward keys! You can find more information on this contest here: http://www.unlok.ca/wayward/content-contest/

This is running until April 28th!

Featured Mods

Walk There by Amax

Amax does it again! “Walk There” adds in the ability to automatically walk to a selected tile using your mouse. It’s so good, we’ll probably end up adding this to the game at some point! Sorry/not sorry Amax!

https://steamcommunity.com/sharedfiles/filedetails/?id=1139795420

Close Da Door! By HenryFBP

HenryFBP clearly had too many close encounters with a giant spider following him into his house. “Close Da Door” adds in automatic closing of a door behind you.

https://steamcommunity.com/sharedfiles/filedetails/?id=1261970224

Capacious Extremis by Caleon

Hoarders rejoice! Caleon extends the storage capacity of all types of chests.

https://steamcommunity.com/sharedfiles/filedetails/?id=1240426631

Beta 2.5 Postmortem

Beta 2.5 was a milestone release for the Wayward project. It included one of those things I mentioned numerous times probably wouldn't ever be a thing. Well, never say never!

Multiplayer was a big deal and many had tons of fun with it and continue to do so. It was fun enough for me to actually play the game again (instead of just develop and test for). There's still tons of work to do on it and it will continue to improve like Wayward as a whole.

A special shout-out to Gary "Spacetech" Wilber, our lead programmer for making this dream come true!

As always, feel free to share your thoughts, concerns, and suggestions!

Have fun!

Vaughn "Drathy" Royko
Feb 19, 2018
Wayward - Drathy
It's the major update that just keeps on giving! We are releasing yet another minor patch for 2.5.x to address some issues and tweak a few areas of the game. This release will fix up the container opening issue that multiple players have reported and hopefully correct some hardware compatibility issues.

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

Improvements
  • Length of rest/sleep is now negatively impacted when resting/sleeping on snow, shallow water, cooling lava, and swamp tiles.
  • Disabled some creatures from being able to "stumble" where it would not make sense. (Thanks Amax!)
  • You can no longer attempt to rest/sleep on lava or cave entrances.
  • Unknown items (items that were added from mods that are no longer loaded) will now have proper grammar usage of the "an" article.
Bug Fixes
  • Fixed an oversight that did not allow water levels to change when gathering from sea water tiles.
  • Removed auto container closing due to a item performance issue that results in lag, preventing container opening. (Thanks cff29546!)
  • Fixed an issue where no body of water was too big/deep to stop reduction of water levels when gathering water (should have been set at >= 50 connected tiles with bonuses for depth).
  • Fixed an issue where two hints happening one after another would pause the game indefinitely within real-time mode (until restart).
  • Fixed an oversight that resulted in binds being stuck when closing the Steam overlay while in-game. (Thanks STRIKER AWAKENING!)
  • Fixed a bug where the "Join Our Community" heading was grayed out within the about/news menu.
  • Fixed some sentence case/grammar issues.
Balance
  • Increased the default tick time/rate when playing multiplayer so creatures are a bit slower to attack/move. This can be changed at any time in the multiplayer menu.
  • Apple trees will now spawn with a variety of growth stages instead of only ripening on world generation.
  • Increased de-spawning rate slightly.
  • Harvesting or gathering from plants that cause status effects will now trigger those effects (poison ivy).
  • Increased chance of slime splitting slightly.
Modding
  • Added a GetAmbientColor hook.
  • Added a GetPlayerFieldOfViewRadius hook.
  • Added a GetTileLightLevel hook.
Technical
  • Updated Wayward to TypeScript 2.7.
  • Updated Wayward to Electron 1.8.2, improving performance and compatibility.
Mods

Troposphere
  • Improved naming/grammar of all items/doodads/tiles/actions.
  • Fixed an issue where rainbows or snowflakes did not spawn or drop and could not be used properly.
Debug Tools
  • Added a toggle lighting button.
Argus
  • Improved naming/grammar of items and actions.
Feb 19, 2018
Wayward - Drathy
It's the major update that just keeps on giving! We are releasing yet another minor patch for 2.5.x to address some issues and tweak a few areas of the game. This release will fix up the container opening issue that multiple players have reported and hopefully correct some hardware compatibility issues.

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

Improvements
  • Length of rest/sleep is now negatively impacted when resting/sleeping on snow, shallow water, cooling lava, and swamp tiles.
  • Disabled some creatures from being able to "stumble" where it would not make sense. (Thanks Amax!)
  • You can no longer attempt to rest/sleep on lava or cave entrances.
  • Unknown items (items that were added from mods that are no longer loaded) will now have proper grammar usage of the "an" article.
Bug Fixes
  • Fixed an oversight that did not allow water levels to change when gathering from sea water tiles.
  • Removed auto container closing due to a item performance issue that results in lag, preventing container opening. (Thanks cff29546!)
  • Fixed an issue where no body of water was too big/deep to stop reduction of water levels when gathering water (should have been set at >= 50 connected tiles with bonuses for depth).
  • Fixed an issue where two hints happening one after another would pause the game indefinitely within real-time mode (until restart).
  • Fixed an oversight that resulted in binds being stuck when closing the Steam overlay while in-game. (Thanks STRIKER AWAKENING!)
  • Fixed a bug where the "Join Our Community" heading was grayed out within the about/news menu.
  • Fixed some sentence case/grammar issues.
Balance
  • Increased the default tick time/rate when playing multiplayer so creatures are a bit slower to attack/move. This can be changed at any time in the multiplayer menu.
  • Apple trees will now spawn with a variety of growth stages instead of only ripening on world generation.
  • Increased de-spawning rate slightly.
  • Harvesting or gathering from plants that cause status effects will now trigger those effects (poison ivy).
  • Increased chance of slime splitting slightly.
Modding
  • Added a GetAmbientColor hook.
  • Added a GetPlayerFieldOfViewRadius hook.
  • Added a GetTileLightLevel hook.
Technical
  • Updated Wayward to TypeScript 2.7.
  • Updated Wayward to Electron 1.8.2, improving performance and compatibility.
Mods

Troposphere
  • Improved naming/grammar of all items/doodads/tiles/actions.
  • Fixed an issue where rainbows or snowflakes did not spawn or drop and could not be used properly.
Debug Tools
  • Added a toggle lighting button.
Argus
  • Improved naming/grammar of items and actions.
Feb 4, 2018
Wayward - Drathy
Well, it looks like we needed another 2.5.x release after all! In beta 2.5.6, we've addressed many issues and improved some player interaction like reducing item pick-up delay and increasing movement speed slightly among other things.

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

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

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

Improvements
  • Reduced the delay when picking up items (and sped up the item notifier animation).
  • Added a loading animation before the splash/Unlok screen.
  • Corpses will now be named what they were while alive.
  • Slightly increased the player movement speed.
New
  • Added a customizable bind (defaulted to escape) that will allow you to unfocus the chat bar.
Bug Fixes
  • Fixed moving into an open container not closing it (and producing a weird animation). (Thanks Amax!)
  • Fixed gravel piles being named compost piles when pluralized. (Thanks Mamapillar!)
  • Fixed some instances of menu elements being sorted visibly if loading the menus too fast after starting the game.
  • Fixed clicking mod options from mod menu not scrolling down to mod options section if you have never opened the options menu before. (Thanks Amax!)
  • Fixed local modifications not detecting that they were loaded when loading a game. (Thanks Amax!)
  • Fixed quickslot binds spamming themselves when held down if a specific action was selected for the slot. (Thanks KogasaGaSagasa!)
  • Fixed mods being initialized again after they are uninitialized when game is reloaded. (Thanks Amax!)
  • Fixed an issue where quickslot numbers/assignments would stay attached to items in multiplayer when dropping them. (Thanks blay.paul!)
  • Fixed a visual glitch that kept highlighted items highlighted after crafting/dismantling until another item was hovered over.
  • Corrected dismantle highlights not highlighting damaged items with a special yellow selection border.
  • Fixed an issue where different torch types required different resources to be lit.
  • Fixed a bug that resulted in custom player binds being reassigned to different binds when new binds were added to the game. (Thanks OnsenManju!)
  • Fixed audio sliders still being operable within the pause menu.
Balance
  • Heavily reduced chance to fail when planting seeds/mushrooms, and added a bonus to botany/mycology that will result in faster seed/spore germination time based on skill level.
Modding
  • Fixed the reference for canDoodadSpawn taking the wrong parameter type. (Thanks Amax!)
Mods
Debug Tools
  • Developer Tools has been renamed to "Debug Tools" to reduce confusion with native "developer tools" already within Wayward.
Feb 4, 2018
Wayward - Drathy
Well, it looks like we needed another 2.5.x release after all! In beta 2.5.6, we've addressed many issues and improved some player interaction like reducing item pick-up delay and increasing movement speed slightly among other things.

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

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

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

Improvements
  • Reduced the delay when picking up items (and sped up the item notifier animation).
  • Added a loading animation before the splash/Unlok screen.
  • Corpses will now be named what they were while alive.
  • Slightly increased the player movement speed.
New
  • Added a customizable bind (defaulted to escape) that will allow you to unfocus the chat bar.
Bug Fixes
  • Fixed moving into an open container not closing it (and producing a weird animation). (Thanks Amax!)
  • Fixed gravel piles being named compost piles when pluralized. (Thanks Mamapillar!)
  • Fixed some instances of menu elements being sorted visibly if loading the menus too fast after starting the game.
  • Fixed clicking mod options from mod menu not scrolling down to mod options section if you have never opened the options menu before. (Thanks Amax!)
  • Fixed local modifications not detecting that they were loaded when loading a game. (Thanks Amax!)
  • Fixed quickslot binds spamming themselves when held down if a specific action was selected for the slot. (Thanks KogasaGaSagasa!)
  • Fixed mods being initialized again after they are uninitialized when game is reloaded. (Thanks Amax!)
  • Fixed an issue where quickslot numbers/assignments would stay attached to items in multiplayer when dropping them. (Thanks blay.paul!)
  • Fixed a visual glitch that kept highlighted items highlighted after crafting/dismantling until another item was hovered over.
  • Corrected dismantle highlights not highlighting damaged items with a special yellow selection border.
  • Fixed an issue where different torch types required different resources to be lit.
  • Fixed a bug that resulted in custom player binds being reassigned to different binds when new binds were added to the game. (Thanks OnsenManju!)
  • Fixed audio sliders still being operable within the pause menu.
Balance
  • Heavily reduced chance to fail when planting seeds/mushrooms, and added a bonus to botany/mycology that will result in faster seed/spore germination time based on skill level.
Modding
  • Fixed the reference for canDoodadSpawn taking the wrong parameter type. (Thanks Amax!)
Mods
Debug Tools
  • Developer Tools has been renamed to "Debug Tools" to reduce confusion with native "developer tools" already within Wayward.
...