Dec 17, 2019
Wayward - Drathy
Following the theme of big minor patches, we present beta 2.8.2, another big minor patch. In this release you'll see a lot of fixes and improvements, but also something a lot of people have been waiting for. Better networking!

Hopefully the days are gone where you would need to do some router wizardry to host a Wayward game. We have implemented Steam networking support. This is all automatic, so you shouldn't have to worry about anything besides staying alive in-game.



And how about all that ash that has been building up from the campfires and water stills? Well, now with a bit of effort, you can turn it into ash cement to build walls and flooring. Reduce, reuse, and recycle!



This holiday season you can also stay cool with a new feature that warns you when attempting to sleep with a lit torch/candle, a long requested feature for the "Warn on Dangerous Actions" option.



Some other related changes to resting/sleeping include:
  • Increased effectiveness of resting or sleeping by fire sources or when using bedding items/doodads.
  • Sleeping will now mitigate hunger and thirst more effectively than just resting.
These are just a few examples of what's in store for this release. On another note, happy early holidays! Hope you get a game or two in!

New
  • Added support for Steam networking, allowing players to connect to and host multiplayer games where they were not able to before due to networking issues.
  • Added ash cement, crafted from all that leftover ash, to be used for walls and flooring.
  • Added a help article explaining the differences between resting and sleeping and other regenerative bonuses.

Improvements
  • If "Warn on Dangerous Actions" is enabled, players will now be warned when attempting to sleep with a lit fire source equipped.
  • Terrain can now spawn with differing qualities (like plants, trees, and other doodads do).
  • Consumption stat messages are now condensed into a single message.
  • Messages produced by dismantling and disassembling are now condensed/combined.
  • Improved performance of receiving items from actions, especially for any that returned multiple items (such as from dismantling, disassembling, gathering, decaying items, etc.).
  • Large numbers in the game are now broken up by locale-supported separators (such as commas or periods).
  • Added detail on how score is calculated in the "Challenge Mode" section within the "Game Modes" help article.
  • Drawn maps can now be dismantled.
  • Improved skill descriptions and help to include the fact that skill does impact quality of items gathered or harvested.
  • Sorting items by quality now sorts legendary types as well.
  • Blood is no longer spawned when the damage type is not piercing or slashing.
  • Added more information on the "Milestone Modifier" system within the "Milestones" help article.

Bug Fixes
  • Fixed quests not looking into containers for required items. (Thanks EatAtSardis!)
  • Fixed an error when loading saved games from the Steam Workshop.
  • Fixed an oversight that did not allow you to fish up aberrant mudskippers. (Thanks num ca nem vi!)
  • Fixed the "Seafaring" milestone not unlocking until rejoining a saved game. (Thanks Caerold!)
  • Fixed drawn maps having negative and/or too low durability. (Thanks Zalpha!)
  • Fixed animal dung not counting as compost. (Thanks Davadin!)
  • Fixed creature tooltips returning an incorrect happiness level. (Thanks sol!)
  • Fixed custom game options initial strength applying more strength than intended.
  • Fixed stat modifiers applying more to health than intended. (Thanks bored_o_mir!)
  • Fixed multiple stats display issues on smaller resolutions & ui scales.
  • Fixed a brief screen flash when loading into the game. (Thanks Zalpha!)
  • Fixed servers sometimes showing incorrect regions in the server browser.
  • Fixed the message filter name input not being correct when viewing subsequent filters.
  • Fixed attempting to soothe burn injury messages appearing on permanent burning pain.
  • Fixed an issue where not moving your cursor when crafting/dismantling would not always re-highlight required items in the craft/dismantle. (Thanks blay.paul!)
  • Potentially fixed issues with music switching randomly.
  • Fixed a bug where creatures that turned aberrant would not regenerate their loot to match. (Thanks num ca nem vi!)
  • Fixed dismantling and disassembling saying all items were destroyed when some in fact were returned.
  • Fixed the "Corpse" note not displaying the creature's name.
  • Fixed the protected "P" visual not updating on quickslots when enabling/disabling protected options.
  • Fixed performance issues on certain distributions of Linux.
  • Fixed a grammar issue where you "cooked cooked" food items. (Thanks Arnkh!)
  • Fixed the messages dialog toggle not working correctly if the messages component was hidden.

Balance
  • Increased effectiveness of resting or sleeping by fire sources or when using bedding items/doodads.
  • Sleeping will now mitigate hunger and thirst more effectively than just resting.
  • You can now perform actions on rafts that normally would have counted as "in water" or "swimming", disabling you from performing them.
  • You can no longer pet a creature indefinitely. It will reject your advances after a certain happiness and petting threshold is met.
  • Increased the durability of the raft and decreased items required to craft it (also reducing its weight slightly).
  • Reduced reputation gain from petting.
  • Reduced raw clay (and non-clay brick items) weights significantly.
  • Raw clay bricks now require two raw clay to craft.

Modding
  • Fixed `Input.setMaxLength`. (Thanks Amax!)
  • Removed named variables present in language files to make it easier for translators.

Technical
  • Added a `disableGpuDriverBugWorkarounds` launch option for debugging purposes.
  • Full conversion/version history is now saved in each game save.
Nov 23, 2019
Wayward - Drathy
Luckily, in the last major release, we didn't have many major issues to sort out, allowing us to focus on adding more content and smoothing out some important areas of the game for this release.

We focused on performance for sure, but we made sure to improve on plenty of lacking areas as well including fishing, reinforcing, and other UI/UX improvements. I encourage you to check all the new things out!

While this is a sizable release, we still have more to work on in the 2.8.x series of patches. There's still a few more things to smooth out. Continue to give us feedback on the game! Make sure to check out our Discord if you haven't yet, or shoot me a friend request on Steam

New
  • You can now craft items through the item menu (or assign it as the default action of a quickslot).

  • Added chopped fish which can be cooked or used as fishing bait.

  • Added a tooltip for your own character with your stats as additional information.


Improvements
  • Improved the visibility of selected items versus non-selected items in the inventory and crafting windows on hover states.



  • Running the Starter Quest mod will now always spawn the player in the northern part of the map (outside of the desert).
  • Using bait now has a higher chance of stirring up creatures when casting into empty water.
  • You can now gather badderlocks (among other items) from seawater regardless of skill level (was previously disabled over 100% skill).
  • Items can now decay into multiple items (in the case of larger meat, fruits or vegetables).
  • Consuming most raw or cooked fish now return bone fragments.
  • You can now cancel when attempting to sync/download a multiplayer world.
  • Fixed performance issues to do with stats on creatures and player movement.
  • Improved performance and reduced latency of game rendering.
  • Improved performance of saving games, speeding up the saving process.
  • Improved idle CPU usage and general performance of the game.
  • Improved relative performance when sleeping/resting mostly by staggering growth cycles (so they don't all happen together, causing slow turns/long sleeps).
  • The "Disable UI Animations" option has been renamed to "Disable UI Effects" and will feature even more optimizations for lower-end hardware and devices.
  • You can no longer attempt to open disabled dialogs.
  • Pressing escape in an input now clears the input to the previous text rather than blurring the input.
  • Moving in shallow water and snow will now attempt to soothe burn injuries, but at a reduced chance and will notify the player on attempts.
  • New UI static components (stats, messages, the menu bar) can now be hidden individually. Added subtle buttons for putting them back or moving them.
  • Fruit containing seeds and fish/meat containing bone fragments will now also decay with its seeds/bones. Some items have had modified weights due to this change.
  • Fish can now be dismantled into chopped fish and bone fragments.
  • Multiplayer games are now set to "Open to Anyone" by default.
  • Added an "x" button to clear filter inputs in the new UI.
  • The taming and storage quests within the Starter Quest have been moved to the very end.
Bug Fixes
  • Fixed merchants not receiving new stock after reloading a saved game. (Thanks num ca nem vi!)
  • Fixed dismantling requirements not being protectable. (Thanks Arnkh!)
  • Fixed a bug that did not allow new merchants to spawn if you had killed all of them previously. (Thanks Arnkh!)
  • Fixed a bug where bare trees could have unlimited resources (yikes). (Thanks Grub!)
  • Fixed multiple multiplayer desyncs relating to merchant NPCs.
  • Fixed a memory leak in challenge mode causing extreme lag.
  • Fixed the map dialog remaining open even when the tattered map was far away from the player.
  • Fixed game failing to launch on Debian due to permission issues.
  • Fixed the message log not appearing the same when set to appear on the top of the screen.
  • Fixed being able to stir up non-cave creatures within cave water.
  • Fixed lava tiles being a suitable spawn point.
  • Fixed dedicated servers starting as friends-only even though open to anyone was checked by default.
  • Fixed releasing creatures not preserving their happiness so that they could be tamed and released repeatedly.
  • Fixed music playlist being incorrect when in-game with the menu open. (Thanks Amax!)
  • Fixed custom image paths for mod registrations not working. (Thanks Amax!)
  • Fixed the "Abnormalizer" milestone modifier not applying its rules to other milestones that edited creatures in some way. (Thanks lovesthesoundof!)
  • Fixed treasure being blocked in cases where it shouldn't be. (Thanks Zillvr!)
  • Fixed not being able to clear blood in water. (Thanks Tkenny123!)
  • Fixed impassable tiles being able to be covered with ash. (Thanks Stelyar!)
Balance
  • Reinforcement limits now take into account weight and quality bonuses (more accurately) and will increase in durability the lower the item's durability is (instead of only 10-20 durability per reinforcement).
  • The maximum reinforcement value is now a percentage value based on the item's maximum durability instead of a static value for all items (+125), increasing maximum reinforcement on most items.
  • Increased plant growth time across most plants, but more significantly on trees.
  • You are no longer able to trade back items to merchants that they traded you.
  • Reduced fishing net durability slightly.
  • Bait is now destroyed when using it to catch a fish.
  • Reeling up fish (and other items) now costs stamina based on the item or fish weight.
  • Reduced the amount of stamina needed when rafting while overburdened, making it much more efficient than walking with heavy loads.
  • Reduced the amount of stamina needed to jump.
  • Reduced difficulty of crafting wooden doors and wooden chests.
  • Sundials will now have much more durability for normal use.
Modding
  • returnOnUse is now returnOnUseAndDecay which is used for decaying items and can now return exact items used to create the item with the new returnFromDisassembly property.
  • decaysInto now accepts multiple items as an array.
  • The wayward +mod command now supports initializing the mod with a different Typescript file name using +classFile.
Technical
  • Some older GPUs are now forced to DirectX9 rendering by default. This will fix some players issues with not being able to see their character and other rendering bugs due to hardware/driver compatibility and age.
  • Wayward has been upgraded to TypeScript 3.7.2.
Wayward - Drathy
Hey all,

Last week, I missed the normal release stream due to a pretty bad cold. I'm mostly healed up now and ready to do some release celebrations!

Check out the stream here: https://www.twitch.tv/drathy

The stream will be a bit different this time. We'll be working on a custom map, hopefully with some helpful hands of anybody that wants to join in. If you just want to hang out for the giveaways, that's cool too! Yes, we will be doing the normal game giveaways during the stream.

Wayward is still on sale for a bit, so snag it for cheap while you can. Stay tuned for more updates this weekend on beta 2.8.1.
Wayward - Drathy


Sorry about that wait! The next major Wayward update is finally upon us! To help celebrate the release, Wayward is -25% off for the next 7 days.

This release we focused on many improvements and a new unlockable system for added replayability. There's not really a theme here to speak of, hence the naming of "odds & ends". Some of the stand-out additions include:
  • Introducing "Milestone Modifiers", a new form of unlockables. Toggle-able modifiers are granted upon the completion of milestones (in-game achievements).
  • Added a new "refinement" mechanic to reduce item weight at the cost of durability using special refinement tools.
  • Three new creatures added, one with a unique mechanic and use in the late-game. SECRETS!
  • Stills will no longer require containers when crafting. You will now be able to attach/detach the container (with added visuals) to the still and gather water or drink from directly.
  • Added scale armor, crafted from reptile skin using the leatherworking skill.
  • Over 30 new items and crafts added with three new legendary properties.
The preview video shows a few more notable features:

https://www.youtube.com/watch?v=YTLohN_Opz8

Our plan with the upcoming 2.8.x series of patches is to continue to improve these small and large areas of the game, smoothing everything out to make way for something big with 2.9. We aren't entirely sure what we want to focus on quite yet, but there's a few things on our short list based on what players voted for on the new feature voting page. Make sure you vote on what you would like to see in the game next!

We're in it for the long haul, and not in Valve's Artifact version of "the long haul". Thanks for sticking around!

On with the mega changelog:

New
  • Added a "Milestone Modifier" system for a new form of unlockables. Toggle-able modifiers are granted upon the completion of milestones.
  • Added the rest of the environmental variations to all tiles, including animated lava variations.
  • New flat ground terrain has been added for rocks and sandstone.
  • Added animal waste to be used as compost. Animal waste production is increased as animals are fed.
  • Added a new magical creature that only spawns at positive reputation that unlocks a new way to improve and enhance items.
  • Added the golden sextant, a new common treasure that will help you reveal your coordinates.
  • There are now two new fish types for added variety and to offset shark spawning.
  • Added a new "refinement" mechanic to reduce item weight at the cost of durability using new metal refinement tools.
  • Added scale armor, crafted from reptile skin using the leatherworking skill.
  • Added new legendary properties for increased decay amounts (hoarding), increased preservation rates (preservation), and item damage reduction (endurance).
  • Added new blades of grass resource, reducing the prominence of grass seeds when digging grass.
  • You can now pet tamed creatures to increase their happiness and provide bonus effects to certain creatures.
  • Added a new "Melee" action which can be used from a quickslot or from the item/action menu to be used in conjunction with the new "Auto Attack" option or for specific item use.
  • Added support for colored lights (doodads, creatures, corpses, and tile events).
  • Added Steam Rich Presence to Wayward which will share your current game status to your Steam friends.
  • Added doodad tiers so certain doodads will provide better crafting results, making certain categories better including some clay and metal-based doodads.
  • Added a connection testing feature to check if players are able to connect to your server or game.
  • Added tallow and tallow candles, a new cooking and illumination resource.
  • Added two new milestones for completing tasks in the challenge mode.
  • Added a wooden shield, an upgraded form of the bark shield.
  • Added an option to disable UI animations for less GPU/CPU usage and better performance on older hardware and devices without discrete GPUs.
  • Added dried saguaro cactus ribs, used for kindling and fuel.
  • Reputation logging messages have been added, but are filtered off by default.
  • Added a cooked form of Joshua tree flowers, a new cooking recipe.
  • Added a help article explaining reputation.
  • Added a help article on game modes and difficulty.
  • Added ability to change timeouts through networking options.
  • Added message of the day functionality for dedicated servers.
  • Added ability to send commands to dedicated servers via SSH.
  • You can now use a rope to test the depth and water type of a well.
  • Added a couple new books.
  • Added a developer button for unlocking all milestones.
  • Added a new "Save Game" mod category.
Improvements
  • All previous milestone benefits (increased starting stats) have been removed in favor of the new "Milestone Modifier" system, enabling a truer roguelike experience if desired, or unique bonuses if not.
  • Stills will no longer require containers when crafting. You will now be able to attach/detach the container (with added visuals) to the still and gather water or drink from directly.
  • Only the milestones available to be unlocked in the current game mode are now displayed in the milestones dialog. Script mods now disable milestones by default. Warnings are shown when milestones can't currently be unlocked.
  • "Dead" trees are now referred to as "bare" trees and may regrow over long periods of time.
  • The desert now spawns a different set of desert-y items on map generation.
  • The maximum height of messages (in non-windowed mode) now scales based on your resolution.
  • Shields now have an attack value and damage type.
  • Piles of ash produced by burning doodads will now be limited to smaller stacks and can spread to adjacent tiles. (Thanks BangkokPost!)
  • Fire can now spread to some corpses and will decay (be destroyed) faster when on fire.
  • Fixed up some confusing wording in item descriptions regarding cordage.
  • The Starter Quest time commitment and complexity has been reduced due to water still changes.
  • You will now receive a message when parrying an attack, mitigating extra damage on top of the parrying defense bonus.
  • Replaced the default "A save game" description when uploading save files to the Workshop with game and player stats.
  • Walk to tile now allows paths through tamed creatures.
  • Added an "Eternal Day" button to the custom game options to prevent future misunderstandings about how it should be configured. (Thanks 0d1!)
  • The Starter Quest is now disabled in challenge mode.
  • Mudskippers will now be fishable and have a unique corpse item for cooking and eating.
  • Added turn and score counters to rich presence (Steam and Discord).
  • Allowed players to ignite torches when facing another player with a lit torch equipped.
  • Igniting a torch with a torch will no longer require kindling or fuel.
  • Provided more help/information on the "Unable to Join Game" message when failing to connect to multiplayer games.
  • Plants will no longer grow when players, creatures or NPCs are on top of them or if they are on fire. (Thanks Cryomantic Cultist!)
  • Doodad containers (chests) can now receive the legendary weight capacity property.
  • Acid will now damage items and corpses that are in it.
  • Reduced possible confusion regarding tame status of creatures.
  • The fuel amount on lit doodads and desalination status on water stills will now show without "see more" enabled for tooltips.
  • Added more visual feedback when hovering over disabled inputs and selections within the UI.
  • Added a custom game option to choose between using global recipe unlocks for a save, having all recipes unlocked, or none.
  • Added open and close container actions for chests placed on the ground.
  • Improved handling of pouring seawater into a well so that the well is no longer permanently seawater afterwards in certain instances.
  • Tumbling tumbleweeds will now move on top of tiles with other tile events like fire.
  • Added an option for changing the world tooltip delay, for less flickering and better performance.
  • Fires will now properly burn other tile events like tumbling tumbleweeds, waste, and blood.
  • Blood carving has been replaced with blood clearing via pouring, digging, tilling, and more.
  • Equipping held items with the keybind now cycles which hand to equip to, rather than always equipping to the right hand.
  • Acid is now a colored light source and flammable.
  • Added descriptions to skill tooltips that mention the effectiveness of the skill on repair, reinforce, transmogrify, refine, and preserve actions.
  • Updated the inaccurate wording of many action descriptions.
  • Added bonus durability to items based on weight (so heavier things are generally a bit more durable). This can intentionally be done through crafting for maximizing bonuses.
  • Fire elementals no longer trample plants.
  • Fixed an oversight that didn't account for doodad quality when crafting using fire sources such as campfires, kilns, etc.
  • Protected items now have a visual "P" beside their graphic.
  • Scorpion and spider meat are now considered "meat" for grouping.
  • Improved dropdown filtering. It will now match individual words in addition to exact string matching.
  • Pond and garden templates will no longer spawn close to shorelines.
  • Added a way to filter mods in the mods menu, switched to use a single sort row for all mod types.
Bug Fixes
  • Fixed all UI elements leaking memory. (Thanks Arnkh!)
  • Fixed an incorrect defense bonus applied from parrying that resulting in more damage in some instances. (Thanks jettix!)
  • Fixed large creatures appearing under players and tall doodads in WebGL 1 mode and other inconsistencies in WebGL 2 mode.
  • Fixed torches still gaining skill and damaging fuel when attempting to add fuel when not possible among other issues. (Thanks num ca nem vi!)
  • Fixed incorrect max weight conversion on older saves. (Thanks Scapestoat!)
  • Fixed many skill checks regarding the chemistry skill including improper crafting reputation displays. (Thanks sechsauge!)
  • Corrected some issues regarding placing flammable items over lit doodad (campfires) producing much more fuel than they should have. (Thanks BangkokPost!)
  • Fixed friend games not displaying as friend games in the server browser.
  • Fixed lighting from creatures lagging behind them when players moved.
  • Fixed the message dialog showing inapplicable context menu options.
  • Fixed the throwing skill not providing bonus range for slings. (Thanks Grub!)
  • Fixed some items not getting the proper randomized durability when crafted or found.
  • Fixed a reduction in weapon durability when not meeting all the requirements to fire (like bow and arrows). (Thanks sechsauge!)
  • Fixed instances where WebGL would fallback to version 1 unexpectedly.
  • Fixed light sources "flickering" during certain times of day.
  • Fixed the message dialog appearing differently based on which quadrant it was in when opened.
  • Fixed edit filter checkboxes not working when first clicking each filter.
  • Fixed carried torches not illuminating when first joining a multiplayer game.
  • Fixed the game not loading in rare instances with old items requiring an update. (Thanks Shiranai!)
  • Fixed the messages window appearing wonky when using smaller resolutions.
  • Fixed modded doodad requirements not showing up properly within crafting tooltips. (Thanks Lovefield!)
  • Fixed a bug where hitched creatures could despawn and leave hitching posts unusable. (Thanks Zillvr!)
  • Fixed missing functionality when doodads could cause status effects, but your equipment protected you from it.
  • Fixed scores having decimal places based on custom game settings.
  • Fixed a bug where built doodads did not retain their disassembly information when picking them back up into item form.
  • Fixed some cases where it was possible to unselect all options from a choice list.
  • Fixed iron spears and hammers not returning the pole item used in crafting when disassembling them.
  • Fixed older saves not upgrading max weight limits. (Thanks MadMarcAgain!)
  • Fixed Starter Quest (and any other unpublished mods) appearing as "undefined" in the pause menu mods list.
  • Fixed the "Protect Crafting Items for Containers" only working when both it and "Protect Crafting Items" was checked. (Thanks terribleperson!)
  • Fixed an error appearing when hovering over certain tiles that had been modified through digging in rare cases. (Thanks Tarin!)
  • Fixed incorrect weight calculation after travelling to a new island. (Thanks Tkenny123!)
  • Fixed wells not updating their water status when underground conditions had changed. (Thanks Demasis!)
  • Fixed smother fire replacing impassable terrain. (Thanks num ca nem vi!)
  • Fixed legendary inheritance on consumables producing items that should have not been possible (like negative weight seeds). (Thanks Obbe C!)
  • Fixed carried torches not de-illuminating when leaving a multiplayer game.
  • Fixed ranged weapons not showing an "item may break" confirmation on use.
  • Fixed merchants stocking items that shouldn't have been tradable. (Thanks Cryomantic Cultist!)
  • Fixed eating aloe vera leaves functioning the same as "applying" them to soothe burn injuries.
  • Fixed quality not affecting decay levels of items properly.
  • Fixed tile variations showing up over tilled visuals.
  • Fixed starting a new game from the multiplayer menu not selecting proper defaults. (Thanks Amax!)
  • Fixed the messages window having no spacing between the edge of screen when positioned on the right.
  • Fixed naturally generated plants and doodads not receiving a durability bonus from their quality or weight.
  • Fixed transparency on sprites not working correctly while flying things are around.
  • Fixed item groups not displaying the proper grammar or "item" article in messages/requirements.
  • Fixed lowered stamina movement affecting ghost speed.
  • Fixed an exploit that allowed players to gather multiple treasures under certain circumstances. (Thanks num ca nem vi!)
  • Fixed Creation Time & Turn Count save sorts not working in the Load Game Menu.
  • Fixed serverside mods installed off of dedicated-server mode being enabled internally by default.
  • Fixed not being able to scroll in the requirements section within the Quests dialog.
  • Fixed Discord integration not working for 32-bit windows clients.
  • Fixed protected items now showing they were protected while in container and not updating when equipment/quickslots were changed.
  • Fixed the private multiplayer option not functioning correctly when re-opening a previous game or server. (Thanks 0d1!)
  • Fixed a memory leak when playing a game after a previous game was loaded.
  • Fixed visual glitches when tilling near lava.
  • Fixed the mod list in the pause menu not displaying mod states correctly.
  • Fixed initial time not being imported when loading custom game options. (Thanks 0d1!)
  • Fixed the flintlock pistol saying you didn't have ammunition to fire it when missing black powder.
  • Fixed being able to select and use some disabled buttons with keyboard controls.
  • Removed the ability for status effects to deal 0 damage to you based on custom game settings.
Balance
  • Most items that previously required liquid but did not consume it will now consume a full container of water.
  • Aberrant creatures now have a higher chance of dropping non-guaranteed items and will drop double the amount of certain grouped items.
  • Items in fire will now be damaged much faster.
  • Increased possible amount of clay from each tile slightly.
  • Reduced Acid Spitters resistance to blunt damage slightly.
  • Reduced aberrant base defense scaling and maximum (capped) values.
  • Item decay time has been quadrupled in challenge mode so more item quests are realistic and fun.
  • Increased the chances at returning quality items from dismantling based on skill.
  • Removed some items that were too tedious to gather for challenge mode.
  • Players will no longer share crafting recipes in multiplayer games.
  • Trees and plants now have more durability, making them slower to burn in some cases, especially when matured.
  • Reduced transmogrification difficulty slightly.
  • Transmogrification no longer keeps exact maximum durability amount, but reduces it slightly based on how much it is over the expected amount and no longer fully repairs items.
  • Wells built in the caves will no longer be an infinite water source (they will refill overtime similar to building them above ground).
  • Decreased the difficulty of repairing items slightly.
  • Increased the difficulty of crafting advanced and expert recipes slightly.
  • Increased weight capacity (storage) legendaries will now scale higher based on their default capacity.
  • Increased the preservation effect slightly across all containers, but copper is now the highest tier due its antimicrobial and thermal properties.
  • Cod are no longer considered for killing quests for the challenge mode.
  • Increased time required to desalinate water in stills slightly to promote usage for wells/solar stills and alternate water gathering methods.
  • Reduced default amount of plant-life in the desert slightly on map generation.
  • Reduced plant growth time slightly.
  • Decreased plant regeneration chances slightly.
  • All types of trees can now start as seedling or bare on world generation.
Technical
  • Improved performance significantly on integrated GPU configurations and other low-end GPUs.
  • Updated Wayward to use Electron 6.
  • Updated Wayward to use TypeScript 3.6.3.
  • Multiplayer games started on development branch will no longer keep sync checks enabled when moving to a stable branch.
  • You will now be able to save and quit the game if the GL context does not recover.
  • Blood and acid are now tile events instead of corpses and doodads respectively.
  • Removed the required UiApi/IGameScreenApi parameters from NewUi classes.
  • Iterator chaining has been replaced with a new @wayward/goodstream module & API for increased speed.
  • Converted interrupts to use an interrupt ID system, with its own dictionary. Mods can register their own interrupts.
Modding
  • Added Wayward.exe commands for creating and updating mods, for examples see the updated Modding Guide.
  • The Wayward TypeScript declaration files, or "types", have been moved to a new repository and a node module @wayward/types.
  • Mods that have scripts can no longer provide a list of compatible minor versions, and will instead only work with a single version declared in the waywardVersion property of the mod.json file.
  • Fixed uncountables incorrectly schema'd as uncountableRules.
  • Removed the blockDig doodad property and replaced its functionality with the LitStructure doodad group.
  • Added TileUpdateType argument to the onTileUpdate hook.
  • Mods that don't provide scripts (only JSON additions) no longer need to provide a list of compatible versions.
  • Added a new @Inject decorator for injecting code into and manipulating any method across the codebase.
  • multiplayerClientside and multiplayerCompatible have been combined into multiplayer, accepting clientside, compatible, and serverside.
  • Added modding support for doodad groups.
Mods
  • Fixed errors when running with the Troposphere mod enabled.
  • Fixed attempting to dismantle/craft items while in water.
  • Notes are now disabled when running TARS.
  • It will only eat food that could cause poison if it's an emergency.
  • Pathfinding calculation time has been reduced.
  • Fixed looking for build tile freezing the game completely in some cases.
  • Prioritize building items when possible; it will no longer walk around with heavy items in the inventory while trying to complete other objectives.
  • Add a visual overlay over tiles to show how it sees the world.
  • Fixed it taking long paths through oceans only to die by running out of stamina while swimming. It will now rest before taking a long swim.
  • It will now drink from water sources on the ground when it's thirsty, has high health, and it's far away from the water still in the base.
  • Improved water still logic. It will refill and light water stills after drinking water from it.
  • Ensures the base is not built that far away from rocks.
  • Improved the use of chests and inventory space. It knows how to use chests when crafting items.
  • It now runs away from creatures when its health or stamina is low.
  • It now acquires and equips a shield.
  • It now chooses the best weapon when attacking/defending against creatures, taking damage types into account.
  • It now knows how to acquire items by dismantling others.
  • It now gathers from the "easiest" doodad/terrain when acquiring items. The easiest resource to gather from might not be the closest. It depends on what's in the path between the player and the resource.
  • Improved the objective planner. It's now smarter when executing objectives.
  • You can now freeze NPCs.
  • Fixed glass bottles no longer having the gather rainbow action.
  • Added descriptions for creatures, doodads, and improved other descriptions.
  • Improved performance when teleporting or inspecting tiles while zoomed out.
  • Added a keybind for toggling full visibility (both fog & lighting).
  • Added the ability to change the brush size for Tile Paint.
  • Item & doodad dropdowns can now be filtered by item & doodad groups. A list of valid, clickable groups will be displayed to the side.
  • Added support for Doodads, Corpses, and Players in the Selection panel.
  • Added a way to filter selections by specific type.
  • Added the ability to teleport a player to the nearest selection match.
Wayward - Drathy
Hey all,

So, what’s the status on beta 2.8? We have been working on it, although admittedly a bit slower than normal. According to our FAQ statement on releases, we should have dropped a new major release around this time. Unfortunately, some of the things we planned on (redesigned crafting) have proved to take much longer than anticipated. So, instead of making this major take even longer, we switched tracks and instead focused on other areas. This delay has been compounded a bit due to the birth of my daughter. I’m having a lot less free time than normal as you would expect. Wayward is a part-time endeavor for all of us, so the timing of major releases can be a bit variable.

That being said, we are still making changes and additions on a day to day basis, and our work is always available for review and play via the development branch. We are now up to 141 changes, improvements, additions, and fixes. If that’s something you are interested in, make sure to check out the details on how to play it by checking out the Changing Betas/Branches for Wayward guide.

I would expect us to take another 1-2 months to get beta 2.8 released and tested. Thank you all for the testing you have done so far, and to the few that were affected, RIP those save games in that last major bug. Apologies!

On to the new reveals for beta 2.8:

Milestone Modifiers

We have replaced all previous meta-progression from milestones with a brand new system. Previously, milestones would provide bonus items and stats when starting new games. While some liked this, many wanted the game to remain the same difficulty when starting. Enter milestone modifiers! With each milestone you unlock, you can tailor your game with unique scenarios and bonuses. This of course is now optional instead of bonuses being forced on subsequent playthroughs. It also adds a little bit more reason for grinding out those tough milestones.



Colored Lighting

You’ll find a few new sources of colored lighting in 2.8, including a quite unique creature.





Sandstone and Rock Ground

A perfect accompaniment to the mountain ranges in the game, providing more visual appeal and resources.






If you missed the last reveals we did on beta 2.8, make sure to check them out on the Happy (Late) Wayward Day! post.

Stay tuned!
Wayward - Drathy
Happy Wayward Day! Okay, well, not quite. Due to some scheduling conflicts, we are a "few" days from April 22nd. For the 3rd year of Wayward on Steam, we are offering our best sale yet at -30% off for the next 24 hours on Steam or through the widget on our website.

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

We are still hard at work on beta 2.8, but we thought we would spoil a few upcoming features and announce a new feature voting page on our website.

Feature Voting

In the past, we have shared interactive polls (using the poll.ly service) for players to share what they would like to see next in version of Wayward. Unfortunately using this service resulted in some vote manipulation, dodgy submission, and less than ideal ordering and sorting features.

Check out the new feature voting page here: http://www.waywardgame.com/vote



We ensured the most popular features are available for voting since submissions are no longer available through our new feature voting page. We aren't removing the ability suggest new features of course, rather just "approving" them on our end before listing them. Please share your suggestions via our forums, social media, or chat as per usual. Please also check out or Trello to see a full listing of submitted ideas and future plans: https://trello.com/b/PWX1Hpjn/wayward-todo

Water Still Changes

Stills will no longer require containers to craft them, meaning, if you want, you can use a single container for desalinating water. You can now spot visually exactly what container is attached to each and their fullness state (in the case of glass bottles and waterskins).



You can now attach and detach containers as you want as well as drink directly from the still.



Item Refinement and Weight Bonuses

A large part of the mid-to-late game of Wayward is managing item weight and starting to think about crafting items using the lowest weight components. While this is an intentional system for players to min/max, we wanted to introduce another strategy. Crafted items with higher weights will now provide bonus max durability. Additionally, a new system called "refinement" has been implemented through the use of new metal "refinement tools", which will allow you refine most items, reducing their overall weight at the cost of some maximum durability (which can still be increased through reinforcement). With all these new systems, players can strategize which they want to focus on: weight or durability, or even somewhere in the middle.

This image shows weight and durability before/after refining and how many refines were used (not all are maxed out in the example). The maximum refinement depends on the item and at what weight it started at.



And of course, you can still reinforce the item's durability back to optimal values with a lot of glue!



Here's a showcase of how weight can now affect maximum durability:



Scale Armor

Leatherworkers rejoice! You can now work with more than hides and look extra stylish while maintaining quite competent defense values - comparable to copper or wrought iron, but a lot less heavy and durable.





These features and more are of course available to test and try out on the development branch. You can find more information on how to do this here: https://steamcommunity.com/sharedfiles/filedetails/?id=721479594
Stay tuned for more reveals and updates!
Apr 1, 2019
Wayward - Drathy
The following is an April Fools' announcement.

Hello all,

Coming at you today with some great news for certain players. The recent state of our reviews makes it clear to us that Wayward is attracting far too many players that are not familiar with traditional challenging, turn-based roguelike games with grid-based movement. We never anticipated more casual players finding the game. No, Wayward is not like Stardew Valley! It has led to a lot of frustration and confusion on both our parts and the players who subsequently refund the game, after leaving a negative review of course.

Because of this, we are taking a step back and re-focusing our efforts to make a game that tailors only to true hardcore gamers. Gamers that don’t need fancy graphics or free movement to be satisfied.

Wayward is moving to ASCII! Here’s a preview of what is to come.



One of our developers has also been investing a large amount of time into a VR port, all done in ASCII of course. This will be one way we can combat all the UI issues the game has.

Stay tuned for more (real) updates!
Mar 9, 2019
Wayward - Drathy


With this update, the beta 2.7.x series should be concluded.

Much like our last update, we focused on squashing bugs, but also balancing, refining some systems and improving the mechanical depth of the game.

This time around, we took a look at crafting and deepened the impact of several factors including required doodad quality (which was largely unimportant previously) as well as adding "tiers" to required tools, making it so better tools could produce better quality items. New sorting options will also help to maximize crafting benefits. Get those legendary furnaces and iron hammers out!

Some other stand-out changes include:
  • Added custom game modifiers for individually disabling certain creatures and/or aberrant spawns.
  • Different types of chests and containers now have different preservation levels for decaying items inside.
  • Player movement and actions will begin to slow as stamina decreases past 15 stamina for visual feedback before exhaustion damage occurs.
  • You can now sort items by "best for crafting requirements" or "best for crafting consumables".
  • Item pick-ups no longer delay movement based on the amount of items picked up. Item notifications are now sped up to match the amount.
  • Improved scared creature AI so they will attempt to move away from attacking players on occasion and pathfind more intelligently.
You can take a look at some of the preview media for this update shared in the last update post.

After this update, we will begin working on the next major update (provided there are no major issues). Our hope with beta 2.8 is to take a look at some systems and areas of the game that are getting a bit long in the tooth. This includes an overhaul to the inventory and crafting interface as well as improving the performance of the game (the two are closely linked). We will of course be adding lots of new content and improvements as well, picking some of the things suggested based on the wishlist discussions and poll.

New
  • Higher tiered tools and items now produce better quality results when crafting (for example, an iron hammer versus a stone hammer).
  • Added custom game modifiers for individually disabling certain creatures and/or aberrant spawns.
  • Different types of chests and containers now have different preservation levels for decaying items inside.
  • The quality of required doodads (furnaces, kilns, etc.) will now provide bonuses to crafted item quality.
  • Games won or lost after this update will be replayable (same seed, same options) via their highscores.
  • Introduced a new terrain variety system for a select few tiles to start with for increased visual differentiation.
  • You can now configure your starting skills and skill gain multipliers globally in the custom game options.
  • Fire elementals now spawn when causing fire to overflow through stoking or other means at lower reputation levels.

Improvements
  • Player movement and actions will begin to slow as stamina decreases past 15 stamina for visual feedback before exhaustion damage occurs.
  • You can now sort items by "best for crafting requirements" or "best for crafting consumables" instead of the previous best sorting merging the two, giving poor results.
  • Open fires will now visually match their burning stage and fuel level.
  • Certain skills will now provide consumable bonuses for edible items such as the cooking skill for cooked foods much like the previous bonuses for botany for fruit/vegetables.
  • Adjacent items will now fully unlock crafting recipes instead of just allowing them to be crafted.
  • Added difficulty, mods, PVP, and friends icons to the pause menu.
  • Pressing the "enter" bind in dropdown components will now select the first entry in the list.
  • Hitting creatures or other players with torches in water will now extinguish them.
  • Item and stat notifications now follow the players and creatures.
  • You can now use the up & down arrow keys to navigate through your sent chat messages, in order to resend text or commands.
  • Improved scared creature AI so they will attempt to move away from attacking players on occasion and pathfind more intelligently.
  • Slimes can now on occasion combine into a jelly cube.
  • You can now import and export "Custom Mode" game options.
  • When you are not able to cause any damage to a creature, an immune notifier will now show on each hit.
  • Item pick-ups no longer delay movement based on the amount of items picked up. Item notifications are now sped up to match the amount.
  • You can now set the seed for challenge games (not daily).
  • Milestones will now only unlock within hardcore and challenge modes.
  • You can now stoke fire elementals to heal them.
  • You will now be able to catch fish adjacent to tiles from where your line was cast to.
  • Increased difference in color between miss messages/notifiers versus exceptional items and stat message/notifiers versus legendary items.
  • You can now blacklist types of messages in a message filter.

Bug Fixes
  • Fixed swapping equipment in hands not working properly. (Thanks rifticles!)
  • Fixed the "enter" bind unfocusing the selected button.
  • Fixed the left & right arrow keys not working in text inputs.
  • Fixed being able to repair trees with hammers.
  • Fixed being able to transmogrify magical essence with itself. (Thanks Rofldong!)
  • Fixed tentacles not being considered raw meat and worm meat not being considered meat.
  • Fixed sleeping/resting removing hooded equipment on your character.
  • Fixed the appearance of a few UI components in Screenshot Mode: tooltips, the pause button (in multiplayer), and the menu bar.
  • Fixed keyboard support not working on dropdown components in menus.
  • Fixed notifier sometimes not fading out items and numbers properly.
  • Fixed container dialog titles not being updated when removing a rename.
  • Fixed an error when loading a game that had a disabled mod's quest requirement pinned.
  • Fixed a bug where players would gain extra stat values when equipped with legendary stat-increasing equipment. (Thanks sechsauge!)
  • Fixed log files getting very large when joining multiplayer servers.
  • Fixed black screen and out of memory issues when joining large servers.
  • Fixed an issue that caused the global save data to import incorrectly. (Thanks Amax!)
  • Fixed an issue that could cause the game to only partially load due to corrupt global save data. (Thanks Nandalee!)
  • Fixed blurring the chat input sometimes sending the message.
  • Fixed previously tamed creatures not attacking the player while being hitched if they previously were attempting to attack another creature. (Thanks sechsauge!)
  • Fixed language setting being reset when closing from in-game.
  • Fixed a issue that did not update the name of a container when transmogrifying it. (Thanks sechsauge!)
  • Fixed modded images not displaying on UI elements on macOS.
  • Fixed item notifiers not fading out properly or showing all items that were picked up.
  • NPCs will no longer hurt themselves by walking into dangerous things.
  • Prevented hangs due to Steam Workshop issues when starting the game. (Thanks Matthew Cline!)
  • Fixed traversing the sea sometimes resulting in errors. (Thanks Kimiko!)

Balance
  • Missing in combat will now have less of a chance to gain skill.
  • Some creatures are now harder to hit based on what tile they are on including fish in water.
  • Slightly reduced the benefit of using increased quality items affecting crafted item quality (due to other changes that benefit crafts).
  • Decreased the effectiveness of stoking fire and reduced fire starting fuel levels slightly.
  • Decreased odds of increasing metabolism through skill use.
  • As aberrant creatures scale with players, the quality of their loot and carved resources are now increased as well.
  • Decreased the weight of coal and increased its fuel potential and trading worth.
  • Trampling plants now has a rare chance to spawn claw worms (this includes both players and other creatures).
  • Reduced base aberrant defense and increased effectiveness of individual resistances and vulnerabilities.
  • You will no longer take double damage and "work yourself into exhausting" when taking damage from starving/dehydration at low stamina values.
  • Increased the damage produced by stepping in lava.
  • Decreased the amount of ash dropped from lit torches.
  • Pineapples will no longer provide any health benefits when consuming them.
  • Slightly decreased effectiveness of botany/mycology skills affecting consumable items.

Modding
  • Added the hook ShouldCraft for cancelling crafts.
  • Added the hook OnInspectionSection for tweaking tile inspections in tooltips.
  • Allowed providesLight to function without providesFire.

Mods
  • Fixed desyncs when using the kill action on players.
Technical
  • Performance improvements when loading games.

Spanish please...
Feb 23, 2019
Wayward - Drathy
Hey all,

Instead of our normal process of beginning work on the next major update, along with the last update (beta 2.7.3), and the upcoming beta 2.7.4, we wanted to try to push out more substantial changes, much quicker than normal. So, along with the last "minor" update, this one will also be quite large for a "minor" release, if you can even call it that.

The following is a preview of what to expect so far. You can try all of these changes for yourself by using the development branch. More on how to do that here: https://steamcommunity.com/sharedfiles/filedetails/?id=721479594
As always, please let us know if you have any suggestions or issues with the upcoming changes. If you want to suggest future additions and improvements, please check out our beta 2.8 wishlist here: https://steamcommunity.com/app/379210/discussions/0/3300476731146746052/

Beta 2.7.4 should be releasing sometime in the next couple weeks!

Added Crafting Depth
  • Higher tiered tools and items now produce better quality results when crafting (for example, an iron hammer versus a stone hammer).
  • The quality of required doodads (furnaces, kilns, etc.) will now provide bonuses to crafted item quality.
  • Slightly reduced the benefit of using increased quality items affecting crafted item quality (due to other changes that benefit crafts).


Improved Creature AI
  • Improved scared creature AI so they will attempt to move away from attacking players on occasion and pathfind more intelligently.



Improved Stamina Feedback
  • Player movement and actions will begin to slow as stamina decreases past 15 stamina for visual feedback before exhaustion damage occurs.



Export/Import Custom Game Options
  • You can now import and export "Custom Mode" game options.



Improved Pause Screen
  • Added difficulty, mods, PVP, and friends icons to the pause menu.



Aberrant Balancing
  • Reduced base aberrant defense and increased effectiveness of individual resistances and vulnerabilities.
  • As aberrant creatures scale with players, the quality of their loot and carved resources are now increased as well.
Old damage:



This is kind of an extreme example, but in this case, the player was doing negative 2-4 damage to the creature (shown as simply 0).

New damage:



Creature Modification
  • Added custom game modifiers for individually disabling certain creatures and/or aberrant spawns.



Improved Item Pick-ups
  • Item pick-ups no longer delay movement based on the amount of items picked up. Item notifications are now sped up to match the amount.
Old delay:



New delay:



Here's a work in progress version of the rest of the normal changelog:

New
  • Games won or lost after this update will be replayable (same seed, same options) via their highscores.
  • You can now configure your starting skills and skill gain multipliers globally in the custom game options.
  • Fire elementals now spawn when causing fire to overflow through stoking or other means at lower reputation levels.
Improvements
  • Adjacent items will now fully unlock crafting recipes instead of just allowing them to be crafted.
  • Certain skills will now provide consumable bonuses for edible items such as the cooking skill for cooked foods much like the previous bonuses for botany for fruit/vegetables.
  • Pressing the "enter" bind in dropdown components will now select the first entry in the list.
  • Slimes can now on occasion combine into a jelly cube.
  • You can now set the seed for challenge games (not daily).
  • Milestones will now only unlock within hardcore and challenge modes.
  • You can now stoke fire elementals to heal them.
  • You will now be able to catch fish adjacent to tiles from where your line was cast to.
  • Increased difference in color between miss messages/notifiers versus exceptional items and stat message/notifiers versus legendary items.
  • You can now blacklist types of messages in a message filter.
Bug Fixes
  • Fixed swapping equipment in hands not working properly. (Thanks rifticles!)
  • Fixed the "enter" bind unfocusing the selected button.
  • Fixed notifier sometimes not fading out items and numbers properly.
  • Fixed tentacles not being considered raw meat and worm meat not being considered meat.
  • Fixed keyboard support not working on dropdown components in menus.
  • Fixed container dialog titles not being updated when removing a rename.
  • Fixed an error when loading a game that had a disabled mod's quest requirement pinned.
  • Fixed a bug where players would gain extra stat values when equipped with legendary stat-increasing equipment. (Thanks sechsauge!)
  • Fixed log files getting very large when joining multiplayer servers.
  • Fixed black screen and out of memory issues when joining large servers.
  • Fixed an issue that caused the global save data to import incorrectly. (Thanks Amax!)
  • Fixed an issue that could cause the game to only partially load due to corrupt global save data. (Thanks Nandalee!)
  • Fixed blurring the chat input sometimes sending the message.
  • Fixed previously tamed creatures not attacking the player while being hitched if they previously were attempting to attack another creature. (Thanks sechsauge!)
  • Fixed language setting being reset when closing from in-game.
  • Fixed a issue that did not update the name of a container when transmogrifying it. (Thanks sechsauge!)
  • Fixed modded images not displaying on UI elements on macOS.
  • Fixed item notifiers not fading out properly or showing all items that were picked up.
  • NPCs will no longer hurt themselves by walking into dangerous things.
  • Prevented hangs due to Steam Workshop issues when starting the game. (Thanks Matthew Cline!)
Balance
  • Missing in combat will now have less of a chance to gain skill.
  • Some creatures are now harder to hit based on what tile they are on including fish in water.
  • Decreased the effectiveness of stoking fire and reduced fire starting fuel levels slightly.
  • Decreased the weight of coal and increased its fuel potential and trading worth.
  • Trampling plants now has a rare chance to spawn claw worms (this includes both players and other creatures).
  • You will no longer take double damage and "work yourself into exhausting" when taking damage from starving/dehydration at low stamina values.
  • Increased the damage produced by stepping in lava.
  • Decreased the amount of ash dropped from lit torches.
  • Pineapples will no longer provide any health benefits when consuming them.
  • Slightly decreased effectiveness of botany/mycology skills affecting consumable items.
Modding
  • Added the hook ShouldCraft for cancelling crafts.
  • Added the hook OnInspectionSection for tweaking tile inspections in tooltips.
  • Allowed providesLight to function without providesFire.
Mods
  • Fixed desyncs when using the kill action on players.
Technical
  • Performance improvements when loading games.

Stay tuned for more news!
Wayward - Drathy
Greetings all,

While we are in this downturn of Wayward patch releases, we have another, different type of release for you. Coming to you by popular demand are the downloadable soundtracks to the game, available through Steam and in support of Austin Dhillon, the composer of the music for Wayward.

The soundtracks are split up into two eras of Wayward. The Alpha and the Beta.

A very long time ago, I posted on Reddit asking for some music help on a very early version of Wayward. I had a few people interested, with some even producing tracks that made their way into an earlier version of the game. But, I eventually reached out to another responder that had a very down-tempo, moody 8-bit synth song available on their Soundcloud. It fit very closely to what I had always wanted in the game. I originally shared the "Cave Theme" to the NES Willow game as an example to what I was kind of looking for. What Austin first shared (which turned out to be a rough cut of Darker World) gave me goosebumps. I knew right there that I wanted him to produce all the music for the game. The haunting qualities and atmosphere perfectly aligned with what I had envisioned. The subtle hip-hop influences also made it a very unique amalgamation of different interests and tastes; playing off of my vision and Austin's strengths.

Wayward Soundtrack: Volume Alpha



https://store.steampowered.com/app/988620/Wayward_Soundtrack_Volume_Alpha/

Wayward Soundtrack: Volume Alpha contains all the original tracks from the game, composed and produced by Austin Dhillon in September of 2011 and released as part of Wayward Alpha 1.5 on September 15, 2012. Since then, many people have remarked at the haunting beauty and sometimes chilling atmosphere showcased in the songs; a perfect fit for the survival aspect of Wayward.

Wayward Soundtrack: Volume Beta



https://store.steampowered.com/app/988621/Wayward_Soundtrack_Volume_Beta/

Wayward Soundtrack: Volume Beta is the long awaited follow-up to the original 9 tracks, composed and produced by Austin Dhillon throughout 2018. Released as part of Beta 2.7, these hip-hop inspired tracks range from dreamlike to dark and provide a mysterious backdrop to Wayward's survival experience.

Purchasing these DLC soundtracks directly supports Austin Dhillon and do not provide any in-game content. I thought I would try to make that clear in case anybody gets the wrong idea about this DLC.

Hopefully this is just the beginning of our journey with Austin. Special shout-out to Dusty "Goaticide" Melling for the album art! Stay tuned for beta 2.7.4!
...