First off, I want to thank you all for the great turn-out for this major release so far. I've had tons of fun checking out all the new changes/content and traveling with everybody in multiplayer.
This patch will hopefully fix most lingering, serious issues to the game while we get started on the next major patch. As mentioned previously in the major update patch notes, we want to get started right away on a bigger update instead of supplying a bunch of smaller patches. In theory, this is the last smaller one, but we'll continue to fix any issues as they are encountered and reported. As always, you can stay up-to-date with our nightly changes on the development branch in the middle of bigger releases where we aren't patching as often.
If you were unfortunate enough to have the seed corruption issue, please send me your save along with the seed that you set an I can restore the issue for you. It looks like this issue was pretty rare, but we have fixed any future issues concerning it.
Bonus Tip
Did you know that planting seeds and growing plants in fertile soil will not only make them grow faster but also spread to adjacent tiles once they reach the "ripening" stage? Each plant has their own unique growth rate and spread amount.
Added a custom game options to disable traveling effects for all players or just offline players.
Improvements
New islands are now deterministic and based on the original seed.
Turns now pass normally when players are ghosts.
Changed order of custom game options based on perceived frequent/important usage.
Removed the ability to trade with merchants after they had already moved away from your facing position (while in multiplayer).
Void tiles will now be placed on the edges of all cave layers for compatibility with old saves.
Links in the changelog menu now appear the same way as other links.
Bug Fixes
Fixed seeds with large numbers not being saved properly. (Thanks ODevil!)
Seeds are now sanitized, preventing potential strange terrain generation with unorthodox values.
Fixed performing actions from item menus moving the menu position instead of closing it after performing an action that caused the player to update their direction. (Thanks riftborn!)
Fixed container dialogs changing their position/size when traveling. (Thanks num ca nem vi!)
Fixed other items being used swapped as your boat after traveling in rare instances. (Thanks Caerold!)
Fixed being able to move items into merchant's inventories (without trading). (Thanks Oragepoilu!)
Fixed fish (and some other items) returning bones both when being cooked and when eaten. (Thanks Abs!)
Fixed quickslotting containers not toggling open/close properly on hotkey press. (Thanks Caerold!)
Fixed torches spawned in caves not having proper decay values set.
Fixed game options not being correctly initialized for old save games. Fixes the new respawning system not being available in old save games that were set to "Casual". (Thanks AxelDominatoR!)
Fixed moving not causing item menus to close (like action menus do).
Fixed the export and counterclockwise buttons not working on the character selection screen at low resolutions. (Thanks Aurum!)
Fixed a problem that could cause the selected mod language to not be loaded on startup. (Thanks Lovefield!)
Improved reliability of traveling in multiplayer.
Fixed players that log in over water not swimming by default.
Fixed many multiplayer desyncs.
Fixed line of sight still being applied as a ghost in multiplayer.
Fixed being able to still be on your boat after traveling with PVP enabled and spawning on land.
Fixed paddling facing deep water tiles extinguishing held lit torches/candles.
Fixed excessive recent packet logging in multiplayer.
Fixed errors when mods try to get bindings for unregistered bindables.
Fixed the Helmsman milestone needing to travel to four islands instead of three. (Thanks Caerold!)
Fixed fog of war resetting when rejoining dedicated servers.
Fixed Steam and Discord Rich Presence showing the wrong player counts for multiplayer games.
Improved the grammar in the failed to cook message. (Thanks 𝕽𝖆𝖓𝖉!)
Fixed an oversight when players could attempt to travel in caves. (Thanks Arnkh!)
Fixed an error when exporting save games that have not yet been loaded/saved in the latest version. (Thanks Arnkh!)
Fixed joining games from Discord not initializing Steam integration correctly.
Fixed an issue where clients could not move on dedicated servers. (Hotfixed)
Balance
Reduced the chances of traveled to islands being "Coastal" types.
Reduced obscuring effect on tattered maps slightly.
Slimes will no longer combine into Jelly Cubes at reputation levels where they couldn't spawn normally.
All mushrooms will no longer increase thirst/dehydration and will spawn more commonly frequently in the coastal island.
Added more difficult creature spawns to "Arid" caves.
Introducing, "Seafarer", the 9th major release of Wayward on Steam, and the end of limited exploration in the game. You can now sail the seas and explore new worlds and sets of islands. A few stand-out features in this release also include:
Added infinite persistent travel to up to three different types of islands, "Coastal", "Arid" and "Ice Cap".
Players in multiplayer can now travel together to new islands using a new voting system.
Encumbrance, dehydration, starvation, and exhaustion are all now status effects that appear in the UI. Their tooltips provide additional information and are more accurate with increased anatomy skill.
Added new locked forms of all chests with varied/tiered loot and quality for both generated chests and unearthed treasure chests.
The "Traverse the Seas" action and functionality have been removed in exchange for the new traveling system. The bull boat/sail boat can now be used to "paddle" like the raft.
Water now has a depletable but slowly regenerative amount of fish and items. You will need to move to other areas to successfully fish when depleted.
Dying in casual mode or with the "respawn" option enabled now causes players to become a ghost with a "respawn" button available. The ghost can travel around to any revealed location in the world.
This release was one of those big ones. Adding infinite procedural generation while keeping the world feel smaller and meaningful was no easy task. But it's also one of those things that tons of players were clamoring for. Like some of the other big releases under our belt like beta 2.5 which added multiplayer; a feature I previously said would probably never happen. This was also one of those things design wise I was pretty strongly against initially and thought tech-wise, we would probably never manage to do. Well, I am constantly proven wrong by both what I think players would want most, and what my co-developers are able to pull off. Shout-out to:
Gary 'Spacetech' Wilber (Programming)
Dusty 'Goaticide' Melling (Art/Design)
Mackenzie 'Chiri' McClane (Programming/UX)
We still have lots of iterate on with the concept of island types and seafaring in general. Our plan with this cycle is to focus on a pretty large content patch somewhere in the set of 2.9.x releases, so the releases might be a bit more sparse than normal after a major release. This is because we want to focus on some bigger additional content for Seafarer. Things like temperature, more biome content and other unique island-based features like charting/mapping features. We'll still be providing bug fixes of course.
As with all major releases so far, I'll be doing some streaming tonight as well as over this week at random points. This time I'll be doing it live on the Wayward Steam store page. You can tune in from there, or from the Broadcasts page: https://steamcommunity.com/app/379210/broadcasts/
Check out our Discord for more information and future community news: https://discord.gg/wayward or just add me as a friend on Steam to chat.
Also, like other major releases, Wayward is currently on sale for -20% off for a full week.
Speaking of Steam, as most of you might know, that in the ashes of the recent Steam Summer sale, you might have some extra Steam "points" laying around. I would encourage everybody to give out some rewards to all the community contributors out there for Wayward. Reviews, guides, Workshop mods, screenshots, and more! Show them some love!
Have fun! Vaughn 'Drathy' Royko
Wall of text changelog below:
New
Added infinite persistent travel to up to three different types of islands, "Coastal", "Arid" and "Ice Cap".
Added 6 new creatures, 3 new plants, 6 new terrain types and 12 new items, all to exist exclusively in the new "Ice Cap" island type.
There is a new "void" tile in the cave layer that acts as an impassable terrain type that can be used to remove items.
Players in multiplayer can now travel together to new islands using a new voting system.
At high cartography skill levels, you will now begin to reveal fog/unexplored tiles when decoding maps. Drawing maps will reveal all fog/unexplored tiles in the area at medium skill levels.
Inspecting a tile now opens a dialog containing all the information, rather than putting it into messages. The dialog automatically updates as the tile contents change.
Encumbrance, dehydration, starvation, and exhaustion are all now status effects that appear in the UI. Their tooltips provide additional information and are more accurate with increased anatomy skill.
You can now import and export your list of milestone modifiers.
You can now add "macro" bindings, a sequence of inputs such as double/triple click. Double click has been added as a default bind for showing context menus, to improve touch support.
Added new locked forms of all chests with varied/tiered loot and quality for both generated chests and unearthed treasure chests.
Dying in casual mode or with the "respawn" option enabled now causes players to become a ghost with a "respawn" button available. The ghost can travel around to any revealed location in the world.
Added a "shark tooth" item, a new brittle, but higher tiered sharpened item.
Added a saveDirectory launch option that will allow you to modify the save directory for the game.
Added the "Helmsman" milestone, for traveling to all the different island types.
Added a "aloe vera bandage" item, a new type of bandage that can heal health as well as cure both bleeding and burned status effects.
Added the milestone, "Multitasker", for using each skill at least once.
Added a note for sailing to civilization.
Added a borderless launch option that will open the game without a frame (when not running in fullscreen).
Added two new books.
Improvements
The "Traverse the Seas" action and functionality have been removed in exchange for the new traveling system. The bull boat/sail boat can now be used to "paddle" like the raft.
You will now see a secondary preview of your path when holding down control (by default) when already moving along the path.
The "bleeding", "poisoned", and "burned" status effects now show additional information based on your anatomy skill.
Improved player path-finding when traversing over water.
You can now select multiple saves at once in the load game menu with right click or S for deletion.
You can now see the game's averaged reputation between all players in the reputation tooltip.
You can now use ctrl+drag (by default) to move all of an item type.
The sextant will now show which island/area coordinates you are in as well as the normal x/y.
Crafts will only be updated after movement has stopped to avoid lag caused from adjacent containers/items.
Using drop, move or grab all actions while filtering items will now only apply those actions to the matching filtered items.
The game's displayed difficulty now takes into account all players reputations.
The "skip splash screen" option now completely skips the splash screen.
Merchants will now wear and gather stock/inventory suitable to the island type they are in.
Dialogs no longer change their min/max sizes as the UI scale is changed.
Newly imported slots in the load game menu now appear with a yellow border.
When moving the mouse from a mini-button to the button it's on, that button's tooltip will now be shown.
Worlds no longer wrap in on themselves from the edges.
The new dialogs can now be moved and resized with touch.
Added "input", "enable", and "disable" sound effects, to improve audio cues on UI interactions.
Navigating between UI components with the keyboard now shows any tooltips for the focused component.
The skills dialog's skill tooltips no longer show legendary items that are not equipped.
Tooltips now have slightly lighter backgrounds and a subtle border to more clearly separate them from other UI components.
You can now pet creatures that are tamed by other players.
Improved the order of rendering items and tile events over/above creatures and players.
Increased the maximum size of the player stats when viewed in a tooltip to allow space for larger values.
Redesigned context menus, as seen on newer UI components, to improve usability and increase consistency.
The "food" group has been removed/replaced by other groupings.
Certain terrain templates (houses, oases, etc.) will have individually set chances for items/doodads/skeletons to appear.
World tooltips are now event-based — changes will be reflected in the tooltip without it having to disappear and regenerate.
There are now two levels of height when creatures (or players) are flying over either short or tall objects/terrain.
Improved accuracy of sorting by craft requirements/consumables.
You can now reset the position of a dialog by right clicking on the dialog's name.
Improved death animation so fog of war is not revealed first before fade-in.
Legendary featherweight items now also show their total weight instead of just their reduced weight.
The search bar in the help menu now sticks to the top of the menu rather than scrolling away. Filtered-out help articles that share rows with filtered-in help articles are now shown as transparent.
Switched the default positions of the "notes" and "quests" dialog in order to improve usability for new players.
Redesigned menu tabs. The active menu tabs are now highlighted as you scroll and navigate.
The default "drop all" bind has been changed to Ctrl+Q to match other "all item" binds.
Introduced many items that will now spawn on certain terrain types on world generation.
You now have to be in a sailboat to sail to civilization.
Certain terrain types will now reduce in durability and eventually be burned when there is an uncontained fire on them.
Items and item groups that are used in recipes are now searchable in the crafting dialog when filtering.
Improved the readability of disabled mods in save tooltips.
Tattered maps will no longer reset when traveling (and store which set of island(s) they belong to).
Sorting by name now takes legendary types into account.
Tweaked the background color of non-interactable UI elements in menus in order to make it more obvious that they're non-interactable.
Slider inputs in menus can now be adjusted with the left and right arrow keys.
The skills dialog now shows more clearly when & which legendary items are applying bonuses to a skill.
Closing containers will now close any sub containers.
You can now cancel move-to-tile pathing with right click, by default.
The milestones dialog now updates after resetting milestone progress.
Bug Fixes
Fixed winning screen not showing to host in challenge mode.
Fixed water contamination spread not working or saving properly.
Fixed tilling removing tile qualities.
Fixed instances of burn damage occurring twice or protection not being used properly.
Fixed an oversight that resulted in items having higher decay values than intended.
Fixed an issue where hoarding legendary bonuses were not applied when crafting them.
Fixed fire being able to propagate over and be fueled from germinating plants.
Fixed being able to start fires in the caves with a lens. (Thanks fils.delaroche!)
Corrected an oversight so that auto save can now occur (depending on settings) in games with respawning, while host player is a ghost, and in dedicated servers.
Fixed creatures clipping into the top of tall doodads like trees.
Fixed gaining reputation when attempting to fish in areas with no fish (like, for example: LAND).
Fixed a bug where salvaging no items from disassembling an item could still lead to a salvaged message. (Thanks zuoanqh!)
Fixed the tooltips of multiple challenge modifiers not being accurate when playing multiple challenge games.
Fixed decay level not transferring to dismantled items. (Thanks riftborn!)
Fixed the dismantle warning not providing the item name that may break on use. (Thanks Matthew Cline!)
Fixed tall doodads clipping into player graphics while wearing a helmet.
Fixed differences between moveComplete and noInput events in multiplayer versus singleplayer. (Thanks DJAntonBruckner!)
Fixed inaccuracies in describing fire source bonuses in relation to sleeping/resting in the help menu. (Thanks zuoanqh!)
Fixed items clipping into trees and other tall doodads and obscuring players too much.
Square dialogs (IE, the map dialog) now can only be resized by the corners, they snap to other dialogs, and no matter how you resize them, will always remain square.
Fixed some sprite batches being out of sync on movement. (Thanks num ca nem vi!)
Fixed pathing through hitched and tamed creatures causing infinite movement. (Thanks num ca nem vi!)
Fixed players always spawning randomly on PVP-enabled multiplayer games when rejoining.
Fixed several server arguments not applying when loading an existing dedicated server game. (Thanks aikainnet!)
Fixed resting or sleeping on placed doodad bedding items being offset incorrectly.
Fixed an error when exporting the message history.
Fixed needing treasure in your main inventory to sail. (Thanks Azated!)
Fixed dropdowns not playing "select" and "activate" sounds when using keyboard support.
Fixed some actions from spamming messages when used in certain ways from quickslot hotkeys.
Fixed attributes cutting off when using alternate font style and interface scaling.
Fixed a bug where unlit torches/candles would automatically be destroyed when being lit from torches or have really low starting values when being lit through fire-making devices.
Fixed a rare bug in multiplayer games connected using the Steam Relay Network which could cause an "Unable to join game" dialog to appear while playing
Fixed instances where flying creatures did not "float" over certain tall/blocked objects.
Fixed carpet not being flammable.
Fixed an instance where the water still graphic could become corrupted or inaccurate to the amount of fuel it had.
Fixed a tattered map exploit where you could gather treasure in a guaranteed location in the world on maps that spawned on world generation.
Fixed the scrollbar being hidden in the message dialog when many messages were shown and scrolled to the bottom.
Possibly fixed some uncommon client-side mod loading issues in multiplayer games. (Thanks Amax!)
Fixed legendary featherweight containers not showing the weight of items contained inside within the item's tooltip.
Fixed up/down arrows to re-send previous chat messages not working anymore.
Fixed the tile inspection tooltip not always showing when you first loaded a world or when you closed an interrupt in specific cases.
Fixed multiplayer settings being reset when loading a multiplayer save without hosting. (Thanks Amax!)
Fixed mods showing in red when viewing which mods are enabled while hosting a server. (Thanks Amax!)
Fixed choosing a new game from the multiplayer menu not appending "Untitled Save" with a number. (Thanks Amax!)
Fixed items that are renamed not being filtered properly.
Fixed no issues being reported when trying to join a multiplayer game with mods that could not be loaded.
Fixed container errors on older save games.
Fixed "killed by" messages appearing for save slots that were in casual mode/had re-spawning enabled.
Fixed crafting and consuming fish kebab not damaging the wooden pole. (Thanks riftborn!)
Fixed keyboard support for dropdowns.
Fixed multiple multiplayer desyncs.
Fixed some errors grammatical.
Fixed some fires going out instantly when being started from a lit torch.
Fixed performing actions on the tile you are facing counting as "under" you in some cases. (Thanks DJAntonBruckner!)
Fixed some graphical issues with clay water stills.
Fixed an exploit regarding moving a raft to a chest or selling it to a merchant while paddling. (Thanks AI Player 2!)
Fixed being able to "rest on ground" inside boats while on shallow water or while facing a placed bedding item.
Fixed wooden shields not burning properly. (Thanks Caerold!)
Fixed being able to use the keyboard to select and edit the seed input when "Daily Challenge" mode is enabled.
Fixed a rare instance where creatures could not be tamed from offerings on ground if two or more players were around and the closest player was not in line of sight to the creature.
Fixed static in-game UI elements overlapping status effects.
Balance
Water now has a depletable but slowly regenerative amount of fish and items. You will need to move to other areas to successfully fish when depleted.
Reduced slime splitting and combining chances heavily.
The Starter Quest has been reduced in complexity due to the removal of sandstone/desert accessibility features.
Attaching a container to stills is now only blocked by items if they fill the tile completely.
Desalinating water from water/solar stills now takes 250 turns instead of 300.
Tattered maps can now point to treasure in the cave layer uncommonly with negative reputation.
Decreased the chance of burning pain passing on its own.
Logs will now dismantle into 4 wooden poles (down from 5). Logs (and all crafts that use them) have been reduced in weight slightly.
Iron deposits have been reduced within the starting "Coastal" island type, but increased heavily in the other island types.
Quality will now have a much stronger impact on an item's decay value.
Clay is now very rare within the "Coastal" island type (appearing in caves/swamps), but appears much more commonly in "Arid" island types.
Traveling and sailing to civilization will now no longer damage you based on food/water during the traveling sequence.
You can no longer use sundials to gain skills (or stats) after 40% camping skill.
You will now be able to tell the exact hour when using a sundial (instead of an estimate) when over 40% camping skill now instead of 50%.
You will now receive malignancy when overflowing fire by stoking the fire too much.
You will now receive malignancy when witnessing fire spreading uncontrollably.
Deeper water will now spawn more commonly in the caves.
Snow and lava is now rare on the starting "Coastal" island type.
You are now required to decode maps before they can be gathered or dug/fished up.
Item decay is now partially transferred to cooked/crafted results.
The "Navigator" milestone is no longer "hidden", and the modifier now reduces your hunger/thirst less.
Increased drop rate of grass seeds when tilling/digging grass tiles, but increased gathering difficulty slightly and increased growth time of grass slightly.
Aberrant slimes/jelly cubes now have a chance to split into non-aberrant forms.
Unlocking locked chests will now have a chance to summon guardians. The "Locksmith" milestone modifier will now just increase this chance instead of adding that feature.
Modding
The Wayward Documentation and Modding Guide has been separated.
Added canMoveItem & canMoveItem events.
All UI colors are now set as variables, allowing for easier customization/modding and better consistency.
Improved translation support for item menu actions.
Items and doodads now have a spawnOnWorldGen property which allows you to control which biome, depth, and terrain they can spawn on world generation.
Doodad descriptions can now have custom variation calculations to choose which sprites to use based on the current doodad state.
You can now register new world layers, allowing multiple mods to add new world layers and coexist.
The "target" property in a mod's tsconfig.json is now updated automatically with the +mod update command.
You can now use the arguments after +language and +stylesheet in the +mod create command in order to specify the paths to the language JSON and CSS files.
Added a +mod help command.
Fixed mod event handlers and injections being registered on init instead of load, causing mods that were not loaded in multiplayer games to still receive events.
Technical
Updated Wayward to Electron 8.3.1.
Input/simulation has been separated from the rendering loop, leading to more responsive/accurate inputs.
Game rendering no longer happens while no changes are taking place, reducing CPU and GPU usage.
You can now reload all stylesheets with F6.
The game's input system was rewritten to be more performant and easier to work with.
Wayward has been upgraded to TypeScript 3.9.
Improved performance of pinned messages.
Added a new UI experiment "HQ font rendering" accessible in the developer options which uses workarounds to sharpen up the text in the pixel font (may cause performance issues).
Added more logging for rare save corruption instances to narrow down the issue.
Fixed "add item to inventory" adding more items based on how many times the dialog was closed and opened again.
Fixed teleporting an entity between world layers not working.
Added an option to teleport between world layers.
Fixed plants not showing the proper growth cycle when generated with spawned templates.
Added a "refresh tile" button to the terrain inspection dialog.
Added the ability to disable individual layers from rendering.
Fixed fog not being updated properly as a ghost when reloading the game.
Improved the usability of the selection panel, adding an effectless "select" action and a label counting how many targets there are. The list is now logged to the console.
Fixed noclip speed and animations while over water.
Players can now be set with invulnerable and noclip statuses at the same time.
Thanks for taking a look at our 7th newsletter. Oh ya, and also happy Wayward anniversary! We have some news to share on beta 2.9 as well as information on how you can help support the project going forward as we approach some really big game-changing milestones for Wayward development.
Steam Broadcast & Live Q&A
As this post goes live, I'll be testing the Steam broadcasting waters so to speak with a live Q&A while playing some Wayward instead of the normal Twitch streaming I do. Tune in now (for the next couple of hours)!
Beta 2.9 Teasers & Information
Traveling
Coming up in beta 2.9, we will see the ability to travel to new sets of islands without losing your current save and world, essentially, leading to infinite world generation and exploration.
Here's a sneak-peek at the new snowy biome. It's one of three themes for new island types. Each island type will feature new content, resources, and many things unique only to that island type. Beta 2.9 will feature arid, ice cap, and coastal island types for starters. We'll be working on more as we go as well.
Arid
Although the desert biome has always been present in every set of islands, it will now be much more fully featured with its own unique resources and cave system. Something worth traveling for!
Usually we have everything we are working on available on our development branch. With this one, we are going to wait a bit before pushing it out for everybody to test and play with as there will likely be some game breaking bugs that we want to iron out first. Stay tuned for that!
Supporting Wayward
Wishlist & Follow
First of all, if you haven't already purchased Wayward, make sure to wishlist it for the future, especially if you are one of those waiting for a non-early access release (or just waiting for a big discount) before taking the plunge. If you already have bought it, make sure to give us a follow so you can keep up with all the news and releases we announce on Steam (like this newsletter).
Tagging
Steam recently added a bunch of new tags in order to label games more accurately. Due to the tumultuous history of the "roguelike" genre, we now have a "traditional roguelike" tag that properly describes games like Wayward. You can help us categorize Wayward (and any other game) with the proper tags by editing them on the store page here:
Here's all the tags that I found (arguably) fit Wayward when looking through them all:
Reviews
If you haven't had a chance to leave us feedback, make sure you write a review on the game. We use review feedback as one of the ways to improve the game and add more to our ever-growing to-do list.
If you’ve already reviewed the game, make sure to upvote any reviews you find helpful as this helps show more useful reviews to those deciding on purchasing the game or not.
Community Features
Save Games
Ever since beta 2.0 when we first released on Steam, we have had support for Steam Workshop-based saves. You can see everybody's uploads here.
Explore somebody else's world, or upload your own via the in-game export featured in the load game menu:
And choose the "Steam Workshop" option to share your creation or world. It's always fun snooping through other player's giant walls of wooden chests.
Screenshots
Taking a screenshot of your in-game creations is probably the easiest way to create community content for Wayward, not including all the time you spent building those floors and walls…
Here’s a few of my recent favorites from the community.
The largest gathering place for our small community. If you haven’t joined already, make sure to do so here.
Steam Chat
If you are looking to chat with the Wayward community on a much smaller scale and without a separate application, then your best bet is the Wayward Steam chat. Join the chat here.
Feature Voting
If you haven't already checked it out, make sure to visit the feature voting page on our website to vote on upcoming features.
It's looking like the next, next release is going to be dungeons, but it's a bit too early to say for sure. Dungeons are one of those “really big game-changing milestones” I was talking about.
I hope everybody is doing good, well, as good as they can be at the moment. Stay safe!
Stay tuned and thanks for the support over the years!
We have a bit of an unusual release ready for everybody. A new release that is looking pretty chunky for being a minor update. This is a collection of things we have been improving while working on the next major update. Something like a midway point release. Enjoy! Let us know if you run into any issues.
In other news, we have transitioned the Wayward soundtracks over to the new "Soundtrack" category on Steam. This means you can purchase them independently of the game (they no longer count as DLC).
As for news on the next major release, we have decided to work on seafaring, persistent world travel, and themed biomes/islands (and all the unique content that comes with that). Some of the things that have been continually requested by the playerbase.
We'll have more news on that coming up soon! On with the changelog:
New
Added a new custom game option to limit (or increase) the amount of creature spawns.
Added more special events and petting rewards for creatures.
Implemented a multiplayer game/server description that players can use to describe their game in more detail.
Added a new legendary type for fire stoking effectiveness.
Improvements
The item break warning when crafting will now mention exactly which items may be destroyed.
The "Grab All" and "Move All" action will now adhere to item ordering.
Players will now receive a warning when using items that are in or on fire when crafting with no gloves/hand protection.
You can now split slimes without causing damage; however, the more damage caused, the higher the chance of splitting with a bonus chance applied for slashing damage. Slime ranchers rejoice!
Players, doodads, items, and creatures are now offset to more accurately match the tile they are on (instead of aligning everything to the bottom of each tile).
Movement delay caused by low stamina will now be smoothed out like when moving while overburdened. These effects will also be combined, reducing the overall impact if both are present.
Added a new "thriving" stage to fire for more accurate messaging on the strength of fires.
Action delay caused by low stamina will now only be triggered from actions that use stamina.
Rafts and spyglasses will now consume one durability when using/equipping them (but also now warn you attempting to use/equip them with 1 durability).
Fire and tumbleweeds will now appear over items, players and creatures.
When interrupts happen, the game no longer treats it as though you released your mouse button while dragging items (causing you drop items on the ground for example).
Opening containers no longer causes delay. (Thanks Ratha Wynter!)
Water stills can now be stoked (and may need to be depending on fuel/tinder/kindling used when lighting it).
Fire that spreads will now transfer some of its intensity.
The stoke value shown on items now equates to the exact amount of turns of fire decay you can expect from stoking.
Improved performance when filtering crafts, especially when moving and especially when "Use Adjacent Containers/Items" was enabled. (Thanks Dodging Rain!)
You can now pick up a water still that contains water (with a warning), emptying the liquid.
Attempting to pour liquid on a lit water still that already has water inside will now provide a warning to let you know you are putting out the fire.
You can no longer refine items if their maximum durability is too low.
Blades of grass are now edible/offerable for some creatures.
Jelly cubes can now also split into slimes with reduced chance compared to slimes.
Bug Fixes
Fixed the first attempt to drag or move an item failing after an interrupt happened (or at the start of a game).
Fixed certain cases of aberrant creatures spawning even when disabling aberrant creature spawning. (Thanks Gonzo!)
Fixed creatures not animating when attacking. Whoa, how long has it been like that?
Fixed an oversight where doodad resources had reversed chances to drop.
Fixed an issue where trees could produce less resources when using higher tiered tools or with high skill levels. (Thanks Arnkh!)
Fixed the first click after filtering crafting items not working. (Thanks Ratha Wynter!)
Fixed a desync related to tilled ground not matching on client side when using pre-generated fertile soil to plant seeds. (Thanks Sad Blueberry!)
Fixed taming creatures resulting in errors.
Fixed the random name button not working.
Fixed the golden sextant not being required for certain actions. (Thanks Amax!)
Fixed some chat messages being repeated when reloading a game.
Fixed an issue where certain items could not be refined. (Thanks Dodging Rain!)
Fixed rejoining a previously joined dedicated server not allowing you to choose a new character (when a new game was started).
Fixed sorting by crafting category showing duplicate items at the top/bottom of the list and causing performance issues.
Fixed disabled items in quickslots not able to be removed after traded to merchants and other some other rare instances. (Thanks mrco.gllrdo!)
Fixed not being able to navigate between text inputs with the keyboard.
Fixed an error when loading saved games from the Steam Workshop (again).
Fixed a few outdated item/doodad/equipment sprites.
Fixed an error when trying to drag disabled quickslot items into your equipment menu.
Fixed several broken instances where UI elements were not highlighted properly.
Fixed the set of quests sometimes changing when attempting multiple playthroughs of the challenge mode in a single session.
Fixed mods not loading if you started a game too quickly after launch.
Fixed items with modified durability rates not receiving item breaking warnings. (Thanks Dodging Rain!)
Fixed creature timers passing when player(s) are dead.
Fixed "initial time" custom game option not taking the "day length" option into account.
Balance
Fishing skill can now be gained on failed attempts at bringing up fish without bait.
Decreased difficulty of crafting clay jugs, increased difficulty of crafting clay blowpipes.
The starting level of fires are now based on what fuel/kindling/tinder were used when lighting it. Stoking and fueling after starting fires may be necessary now.
Reduced reinforcing effectiveness slightly.
Reduced chances of slimes combining into a jelly cube.
Increased the stoke values of all flammable items slightly.
Reduced chance to stir up fish and item catching when fishing slightly.
Decreased chance to discover cave entrance when gathering.
Items with modified durability rates now have proper/balanced damage modifiers.
Reduced the maximum increased hunger and thirst rates for challenge modifiers.
Increased "Learn total skills" quest requirement for challenge mode slightly.
Additional stamina restoring items are now provided for no stamina regeneration challenge modifiers.
Revised some difficulty levels and chances for certain challenge modifiers for improved balance.
Modding
Added missing stat and statusEffect registration types.
The mod publishing tooltip now specifies when it will publish a new mod and when it will publish an update.
Fixed binds not showing up properly when hovering over button bar icons.
Fixed certain special items not getting the proper item damage modifier when using the OnItemDamage hook.
Added canCreate event for tile events.
Added canFaceDirections, canPerformSpecialAbilities, and canDespawn events for creatures.
We have a small patch ready to mostly fix up that auto saving issue. We were also able to squeeze in a few other things we were working on. More to come soon!
Let us know about any other issues you spot!
Improvements
Where possible, the scheduled autosaves will now be combined with rest/sleep in order to be less disruptive.
Skeletal remains will now animate based on proximity instead of when facing them.
Improved client disconnection logic when a multiplayer game has closed.
Bug Fixes
Fixed auto saving happening during resting/sleeping, causing delays that sometimes lasted after the rest/sleep.
Fixed the "Close Container" action not working when using it from a quickslot hotkey.
Fixed the "inedible" and "poisoned" notes describing you drinking from a waterskin when drinking from water directly. (Thanks jettix!)
Fixed scrollbars appearing next to status effect icons when pixel font was disabled. (Thanks Sneed!)
Fixed an outdated wooden flooring item graphic.
Balance
Ash cement is no longer made with clay, but will require more ash and consume water fully.
All items now have a higher variety of weights, allowing slightly lower weight on all items. A very select few items have been raised in weight to compensate for this change.
Just a smaller release this time around. Even though it's smaller, it still has some great new features packed in. Here's a few important-ish things:
Pass Trough Creatures
You can now pass through weaker or flying creatures by disabling auto attack; however, they may attack you as you pass, leading to some more strategic escapes.
Improved Building Visuals
The contrast was lacking between flooring, walls, and structures. We've boosted this a bit to make your abode a bit nicer looking.
Crafting Efficacy
Introducing crafting efficacy. Starting at 20% crafting skill, you will begin to get a rating on each craft, letting you now how effective you are (using your combination of item and doodad qualities/tiers). The higher this value, the better chance at a higher quality and durability for your craft. You can read more about this in the help menu. The underlying system for this was already in place, it was just invisible to the player.
Auto-save Options
Due to popular demand, you can now set the auto save interval based on turns or time. Auto saving will also no longer stop you in your tracks, disabling movement after, and should be much more painless.
Multiplayer Improvements
The server browser will show all games except for private games. Friends-only games and games running in different versions will now be shown so you can switch versions or shoot over a friend request if you spot a game you want to join.
Additionally, we have fixed an issue with multiplayer games and how player's are identified. You may run into issues with pre-existing multiplayer games because of this. The player data is not lost and we can help you out if you send us over the save and the Steam IDs (or Steam profiles) of the players in the game. We will correct the saves for you. Apologies for the issues!
Oh ya, and Happy New Year!
New
You can now pass/walk through smaller or flying creatures by disabling auto attack; however, they may attack you as you pass.
Crafts will now give a rating of how effective you are when crafting the item (for maximal quality/durability results) based on item/doodad qualities and item/doodad tiers.
Added an option to configure the autosave timer, and toggle between turns and time elapsed.
Added status warnings to stat tooltips (when hovering over stats).
Improvements
All multiplayer games will show now in the server browser, regardless of friend status or version differences except for private games.
Improved contrast of flooring versus walls (and all built structures) for all resource types for improved clarity.
Liquid containers can now drop or be crafted with the "potency" legendary type.
Autosave no longer stops movement.
Reduced the size of the non-pixel font slightly.
Fixed a few instances where item qualities were not specified in messages.
The last save time and save size are now viewable in the save button tooltip.
Bug Fixes
Fixed incorrect player identifiers being set when joining multiplayer games.
Fixed an incorrect warning message appearing for destroying plants from gathering. (Thanks Davadin!)
Fixed an issue where only the first consumed item in a craft would be used for tier bonus calculations.
Fixed terrain qualities not appearing until reloading the save game again.
Fixed a scrollbar appearing beside stats and attributes in several cases. (Thanks Sneed!)
Fixed containers changing legendary types when being consumed. (Thanks Dodging Rain!)
Fixed a bug where some doodads would count for double the bonus when using them in a craft.
Fixed flashing occurring when opening the Steam overlay while in-game.
Fixed the consumable message not highlighting bad versus good stat changes.
Fixed animal fat still counting as fuel, leading to 0 added decay when added to torches. (Thanks EatAtSardis!)
Corrected numerous pluralization issues.
Fixed health always being set to maximum if any other health stat option is applied.
Fixed there not being a way to configure your starting max health in custom game mode.
Fixed mod issues interrupt not listing which mods were required when joining a multiplayer game.
Fixed tile mapping issues with ash cement flooring.
Technical
Defaulted more cards to use DirectX9 that had graphic issues.
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 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.
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.
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.
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:
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.
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.