Today we are releasing what is most likely the last minor patch in the 2.10.x series. We have been working on this release while also working on our next major update to the game, which is why this took a bit longer to get out. We thought it might be better if we do the last minor releases like this going forward so there's less of a gap in between releases. There's plenty of quality of life improvements here and some substantial balance changes among all the bug fixes.
Enjoy! Let us know if you run into any issues. There will be more news to share on beta 2.11.0 coming soon!
Bonus Promo: Come hang out on the Discord! Although we have a smaller community, it’s still the most active spot for Wayward discussion, especially in periods of less activity like this.
Bonus Tip: If you are attempting to kill a creature and melee attacking isn't working out for you, "there's more than one way to skin a cat", or probably giant rat in this case. Here are a few other options:
1. Use traps. Setting down multiple traps and guiding the creatures into them will keep you safe from damage while dealing it to them instead. The damage and success are based on your "Trapping" skill. 2. Craft or find better armor and gear. Mitigate as much damage to yourself while dealing as much damage as possible to your foes. 3. Used ranged weapons or throwing. Slings, bows, spears. All can be used to deal damage while at a distance. The damage and accuracy are based on your "Tactics" or "Throwing" skills. 4. Tame other creatures and have them fight for you! If you have tamed creatures, they will protect their master as long as they are content.
New
Added an option to disable UI opacity (for better performance).
Improvements
Protected items no longer get automatically set as a quickslot item (so repetitive actions can now be done). (Thanks Anketam!)
Creatures will eventually stop attacking other creatures in the case that they are not dealing damage or healing them.
Glaciers will no longer be referred to as "stone walls" or "cliffs" in treasure map riddles. (Thanks TheLukeyBoi!)
Added "repair", "copy map", and "read map" as valid actions for the "Operator" milestone.
Creatures that cannot be tamed normally but will accept items will now reveal as such in messages.
Creatures will no longer attempt to move out of fire if they were immune to it.
There are now audiovisual cues when players or creatures are healing other creatures with their attacks in the case they are already at full health.
Plants that die will now drop their resources.
Removed snow/ice items from merchant NPCs in biomes that were not suitable.
Puddles and blood will no longer block planting seeds and will be cleared after being planted.
A message is now shown when the game fails to load save data.
Added more random events related to plants.
Boglings can no longer create swamp over cave entrances. (Thanks Anketam!)
Lava beetles can no longer spawn lava on top of lava or cave entrances.
Glassblowing will now use kilns instead of furnaces.
Bug Fixes
Fixed efficacy percentages returning the wrong values depending on the order of items. (Thanks Anketam!)
Fixed moving items between quickslots no longer allowing you to set default actions on it in multiplayer games and causing other issues.
Fixed shift-clicking to move items across containers sometimes focusing on the item filter.
Fixed an issue where random events that happen to plants could only happen if they were on fertile soil (or were fertilized in some other way). (Thanks Ursa!) (Thanks Azhukar!)
Fixed magical items not working correctly after upgrading them. (Thanks TheLukeyBoi!)
Fixed Steam Workshop mods not being loaded on Linux.
Fixed tooltips not showing or separating item quality bonuses. (Thanks Ratha Wynter!)
Fixed a desync when attempting to enchant an item that already has some magical properties. (Thanks Shirow!)
Fixed being able to refine items with 0 durability. (Thanks Daxt!)
Fixed disassembling items not giving back the proper items when going past a single level of disassembly. (Thanks Lukewarm Badger!)
Fixed auto gathering not getting the proper item tier. (Thanks Shirow!)
Fixed creatures attempting to move out of fire when they couldn't move in the first place. (Thanks pkmx!)
Fixed the "hoarding" magical property not working.
Fixed several instances where doodads or tile events could attempt to spawn out of map bounds.
Fixed instances of messages and sound effects still being spawned when creatures failed to perform their special abilities due to tile restrictions.
You can no longer route water over cave entrances, fixing a one-way cave entrance issue when gathering water over a previously open cave entrance. (Thanks Oragepoilu!)
Fixed the defense tooltip including magical insulation as part of base insulation.
Fixed islands able to be duplicated when going to -1, -1. (Thanks pkmx!)
Fixed penguins not being able to produce eggs. (Thanks Ursa!)
Fixed a blank "taming length" showing in more information for the offering action in item tooltips. (Thanks mwebb759!)
Fixed desyncs related to traveling.
Fixed double stamina reductions happening when throwing items. (Thanks num ca nem vi!)
Fixed errors caused by playing a game that previously had a mod running that added new items.
Fixed torches not being extinguished when jumping into water. (Thanks mwebb759!)
Fixed jumping and teleporting not closing the static containers. (Thanks mwebb759!)
Fixed living mushrooms being able to spawn mushrooms on improper tiles.
Fixed some UI not functioning correctly due to the messages UI attempting to load during traveling. (Thanks Lukewarm Badger!)
Fixed tiles not being checked under creatures who could not move.
Fixed a rare instance of equipping items that should have no effect on insulation causing total insulation changes. (Thanks Nobody Important!)
Fixed not being able to fuel high quality or magical torches and candles properly. (Thanks Anketam!)
Fixed Workshop syncing issues.
Fixed the attack action not applying the proper delay.
Fixed being able to light torches/candles while swimming (but in a different way this time). (Thanks mwebb759!)
Fixed lit torches being transferrable to containers while staying lit. (Thanks mwebb759!)
Fixed +console mode not working on Linux.
Fixed some tiepos. (Thanks Ursa!)
Fixed the dangerous throwing warning for protected items not getting the proper range.
Fixed the consistency of lockpicking naming. (Thanks Daxt!)
Balance
Aberrant creatures will now drop up to three (up from two) items from their loot group and will now have triple (up from double) the chance to drop non-guaranteed individual loot.
Reduced maximum aberrant health significantly via a hard cap (will only apply to newly spawned aberrants).
Creatures will now regenerate health slowly.
Increased the effectiveness of the "hoarding" magical property.
Hurling now adds to throw damage when using thrown weapons.
Increased the maximum range for magical "Power" items.
Reduced the chance for bare trees to regrow.
Giant rats can now drop shimmering fibers.
Technical
Wayward has been upgraded to Electron 14.0.1.
Fixed performance issues related to item decay/durability bars.
This week's focus has been on fixing up the remaining reported issues and working on balance changes.
The balance changes mostly consist of aberrant and high-tier creature damage. Previously, they were dealing too little damage due to skill/gear power creep and previous balance changes. This should straighten out the issues spotted by several players. Let me know if you spot anything out of whack with these changes as they are quite significant in some cases/scenarios. The intention is to require you to think about what types of armor to use in certain temperature scenarios against certain types of creatures.
We also added in two new magical item properties. They were added due to an issue spotted where in some instances, items could roll an incorrect amount of properties just because not enough could be applied to certain items. These are generic enough that they should fit most items; thus, solving the issue.
View the changelog for more information on these and more.
Bonus Promo: Tons of work has gone into the unofficial Wiki as of late. Check out some of the recent changes here.
Bonus Tip: You can grab items out of fire/lava using tongs or while wearing the proper hand protection without getting burned. This is useful in some cases where you are picking up items that have caught on fire or are creating charcoal intentionally.
New
Added a new magical property, "Offering", which increases taming length when used on creatures. Aberrant creatures will be tamed 100% of the time when using a matching item that the creature accepts.
Added a new magical property "Hurling", that increases an item's thrown damage, range, and reduces stamina usage.
Improvements
Puddles will now provide bonuses for plant growth/speed (and fertility in some cases) unless it is seawater.
Named items now appear by name in item lists, rather than by what they are. (Thanks Killpocalips!)
With the inclusion of the new magical properties, there should no longer be rare instances of magical items rolling with the incorrect amount of properties.
Highlighted UI/item elements are now animated in a performant way when disabling UI effects as to not sacrifice usability.
Ranged attacks will now reveal the range the item traveled.
Thrown messages will now reveal the stamina cost in throwing the item.
Balance
Increased mid to end game creature's damage significantly.
Reduced the damage bonus that aberrant creatures had against resistances/vulnerabilities.
Removed the creature damage cap for aberrant creatures, but reduced their maximum damage output slightly (due to other damage changes).
Removed blunt resistances on iron armor.
Reduced blunt vulnerabilities and increased base defense on bronze armor.
Reduced the goat's minimum damage slightly.
Decreased rarity of blackplate items.
Bug Fixes
Fixed inspection not working until reloading the game. (Thanks MATOSCH83!)
Fixed milestone and skill inspections flashing.
Fixed "Discovered" amount not updating in milestone inspection.
Fixed damage type values in the defense tooltip including the skill modifier.
Fixed "Apocryphal" not being possible to obtain. (Thanks beuteugeu!)
Fixed protected items producing a horizontal scroll bar. (Thanks mwebb759!)
Fixed chests staying open while descending/ascending cave entrances or teleporting. (Thanks mwebb759!)
Fixed requiring to press enter twice to rename something. (Thanks Matthew Cline!)
Fixed acid and skeletal remains from spawning on water or the void.
Fixed being able to light torches while swimming. (Thanks mwebb759!)
Fixed calculated insulation values not updating in the tooltip when changing equipment.
Fixed ghosts being affected by status effects.
Fixed creatures being able to spawn out of bounds if the player was near the edge of the map.
Fixed blood appearing on void tiles. (Thanks mwebb759!)
Fixed joining a multiplayer game overwriting local characters.
Fixed highlighted items never being unhighlighted when UI effects are disabled.
Fixed issues with publishing Steam Workshop mods. (Hotfixed)
Technical
Reduced memory usage when playing in a multiplayer game.
Patch night! This week we are taking a stab at fixing up some more issues, some of which have unsurprisingly been in the game undiscovered for years. Always great to get those ones sorted out! TARS fans will also get a kick out of this release with a heavy overhaul and a giant bunch of new features. Wayward technological singularity is closely approaching!
The beta 2.10.x patches will be slowing down coming up as we focus more on our next big major release, but we still have a bit to go yet!
Bonus Tip: You can quickly equip items in your inventory or containers by hovering over them and pressing "E", you can quickly drop them by pressing "Q", and you can quickly move them (to an opened container for example) by pressing "Shift + Left Click". These binds can all be changed in the options.
Bonus Promo: Anketam has created a new spoiler-filled, "Mastercrafting Guide" available on Steam here. It goes over the requirements and strategies to create mastercrafted items. Check it out if you don't mind the spoilers!
New
Added an option to unfocus the chat box after sending a message.
Improvements
Items that use durability as a "charge" like bait will now take into account item quality, making quality items allow for more "charges". (Thanks warriorsforever482!)
Balance
Reduced amount of ash needed to create ash cement, reducing the total ash cost for making flooring/walls.
Increased the item quality cap for aberrant loot/corpse resources, leading to higher quality items in the late game and/or far traveled islands. (Thanks Nobody Important!)
Bug Fixes
Fixed multiple desyncs related to temperature and melting tiles.
Fixed the treasure hunting note not being possible to get. (Thanks mwebb759!)
Fixed building over water producing incorrect items when dug back up. (Thanks mwebb759!)
Fixed aberrant corpses getting a double bonus for resource quality from far traveled islands.
Fixed backpacks that were destroyed staying open. (Thanks mwebb759!)
Fixed torches staying lit when getting off of a raft/boat when paddling or teleporting. (Thanks mwebb759!)
Fixed being able to open up multiple of the same dialog after spamming the keybind.
Fixed an error when typing a "\" in a dropdown.
Fixed the chat box/filters being cut off at certain interface scales when messages were expanded.
Fixed some item tooltips showing the wrong stat amounts for consuming them. (Thanks Anketam!)
Fixed setting a bindable to the "/" key appearing as "undefined".
Fixed highlighted items sometimes not being unhighlighted when interrupts are shown.
Fixed an error when joining a server while the server browser refreshed.
Fixed temperature tooltips showing even when Debug Tools were disabled.
Happy Saturday! Hope everybody is enjoying the latest major release and latest minor patch released earlier in the week! We still have lots more to come with "Seafarer+", so stay tuned!
In the meantime, I'll be doing a live question and answer stream. If you are reading this, I'm live right now!The stream is now over!
Hey all, this week we have another batch of fixes and some more exciting new stuff ready for your consumption! Some of the later-game players will enjoy the bug fixes and improvements this time around with a fix to a particularly annoying flaw with Mastercrafted items and some bad quality distribution with harvesting, carving, and gathering. Take a peek at the changelog below and keep reporting issues you find.
More to come in beta 2.10.6!
Bonus Promo: Come hang out on the Discord! Although we have a smaller community, it's still the most active spot for Wayward discussion.
Bonus Tip: Resting and sleeping work differently when playing a multiplayer game or setting the mode to "real-time" turns, in that performing the rest/sleep actions will no longer progress time (or pass turns). Its use is shifted towards a regenerative role exclusively in these modes.
New
Added a new magical component for altering magical stat/skill/reputation properties to a different stat/skill/reputation, instead of only being able to re-roll them to a different property entirely.
Added durability and decay bars to items for usability. (Thanks Sooner535{UFIP}!)
Improvements
Magical malignity and benignity properties are now combined into one type, making it so you can't roll both on a single item. (Thanks Anketam!)
Creatures will no longer spawn on the edges of a map. (Thanks Arnkh!)
Item "Dig" tiers will now affect gathered item quality (unless it's a flooring type tile or player-set tile).
The "Resting and Sleeping" help article now explains how they work in a multiplayer or real-time setting.
Improved error handling when loading old saves.
Balance
Increased the maximum value magical stat (strength, stamina, etc.) items can have.
Creatures will now lose some happiness when being damaged/hurt.
Bug Fixes
Fixed four property magic items not being possible from crafting. (Thanks Nobody Important!)
Fixed gathered/harvested returning too many superior quality items if your skill and/or tiers were too high among other issues. (Thanks num ca nem vi!)
Fixed "Keep Sort Active" not working for containers when updates did not happen within it. (Thanks Arnkh!)
Fixed aberrant damage not rounding up. (Thanks Nobody Important!)
Fixed tiles not melting in most instances.
Fixed heat sources created at night sometimes not being able to cause tiles to melt.
Fixed snow flooring not counting towards the "Explorer" milestone. (Thanks Anketam!)
Fixed various memory leaks.
Fixed a weight exploit when using boats within containers. (Thanks TheLukeyBoi!)
Fixed creatures being able to move outside of map bounds, causing errors. (Thanks Anketam!)
Fixed dug tiles not changing their quality after getting a quality set after the first dig/tile change event.
Fixed item quality always returning exact tile quality or random tile quality when digging (and only after the first dig), instead of distributing based on skill/tiers/tile quality.
Fixed desyncs related to temperature/melting tiles.
Removed the filter button from the dedicated server messages panel. (Thanks bearhiderug!)
Fixed being able to build and till over corpses.
Fixed rare stack overflow errors related to the input system.
Fixed some UI components not being removed correctly.
Fixed some UI not showing/or appearing cut off when placed in certain positions when UI effects were disabled. (Thanks Amax!)
Hey everybody! This week we have another patch in the 2.10.x series that helps smooth some more issues out, but also adds quite a few balance changes in regards to bonuses for further travels, reputation, and aberrant creatures. There's still a few things on our list to address, but this should fix up some of the major stuff spotted this week.
Take a peek in the changelog below!
Bonus Promo: Struggling with getting started in Wayward? Check out my new Beginner's Guide video:
Check out the YouTube description or video chapters to skip to specific sections. Let me know if it is missing anything you are having issues with!
Bonus Tip: Have you spawned on a smaller island with not a lot of resources? You are likely on an offshoot of a much bigger island. Traveling east is usually a pretty safe bet in these scenarios. You can either swim (with a lot of stamina) or create a raft and explore the seas awhile until you come across a much bigger island. Here's a visual of that:
Improvements
Newly exported steam workshop save games will be more reliable when importing the save.
Added "bird droppings" for chickens and penguins to use instead of "animal droppings". (Thanks Matthew Cline!)
Snakes will now accept eggs as offerings.
Buttons in non-item dialogs now appear with a background, distinguishing them from the dialog they're in.
Balance
Increased the odds of digging up better chest types the further you are away from your starting island when doing treasure maps.
Increased the chance of quality creature loot/corpse resources the further away you are from your starting island.
Decreased the threshold at which freezing/overheating can occur.
Water no longer freezes to ice and items will now decay within in the coastal caves.
Aberrant creatures now deal scaled damage instead of only 1 when dealing a chance hit and deal them more commonly.
Aberrant creatures are now more likely to perform their special abilities or resource drops.
Action tiers and kindling/tinder quality no longer give bonuses when lighting torches/candles. Their starting decay is set by the quality of the torch/candle.
Successfully taming a creature through offering will now provide benignity (on top of skill use bonus).
Taming aberrant creatures is now harder when not using offering/items. Previous, the difficulty was unchanged from normal creatures.
Taming aberrant creatures now provides double the reputation/benignity gain.
Increased difficulty of taming aberrant creatures via offering slightly.
Bug Fixes
Fixed item decay maximums not counting until observed. (Thanks Azhukar!)
Fixed save game mods importing the same save each game load. This fix only applies to newly created save game mods.
Fixed errors loading games after exporting save games to Steam Workshop.
Fixed multiple confirmation interrupts showing up when dismantling items. (Thanks Amax!)
Fixed containers not updating their capacity when changed/re-balanced internally. (Thanks icecream!)
Fixed the path to tile bind pathing to the last location you pathed while holding down the preview bind instead of the location you clicked on. (Thanks Amax!)
Fixed "Keep Sort Active" not working properly with durability. (Thanks Arnkh!)
Fixed endurance and some other magical properties showing as "0" under some locales. (Thanks Arnkh!)
Fixed equipment only being damaged when you were parrying. Cool. (Thanks Matthew Cline!)
Fixed the "Combat" note only appearing when you were parrying.
Fixed torches and candles not getting the proper decay amount based on quality/magical properties when ignited while equipped.
Fixed torches and candles not getting decay bonuses from their quality or magical properties when built on the ground before being lit.
Fixed the red decay outline/warning on items sometimes not showing or showing too early/late.
Fixed not being able to travel as a single person on a dedicated server. (Thanks Majestik!)
Fixed tooltips sometimes not showing after interrupt dialogs are hidden. (Thanks Azhukar!)
Fixed puddles being placable on void tiles. (Thanks Zillvr!)
Fixed items having decay that should not have. (Thanks Ratha Wynter!)
Fixed jittery animations and inaccuracy when dragging items within inventory/containers. (Thanks Skarn22!)
Fixed cases of items disappearing when moving to other islands (Thanks Cringe!)
Fixed "wayward +v" and "wayward +mod" commands no longer working.
Fixed incorrect doodad upgrade conversions from old versions.
Fixed incorrect creature HP upgrades from old versions.
Fixed incorrect modded creature upgrades from old versions.
Fixed seeds being exported with commas or other localized characters.
Modding
Wayward now ships with a "bin/wayward.cmd" file on Windows x64. Adding the bin folder to your PATH allows you to use the CLI synchronously via the "wayward" command (no extension required.)
Technical
Improved performance of walking to tile. (Thanks Amax!)
Another week, another round of fixes and improvements! Oh, and also a few new things thrown in for good measure.
Bonus Promo: The feature voting page has been updated to include additions from beta 2.10 and add a couple dozen new frequently suggested additions/changes or completely new ideas from us to be voted on.
Bonus Tip: Solar stills need containers attached to them to collect water. That is all.
Short but sweet this week with more stuff in the works!
New
A back-up of your global save data and games will now be saved in your Wayward directory in case of Steam Cloud issues/corruptions.
Added a new interaction with the void.
Added a "savePath" launch option (for real this time - the previous option was command line only).
Improvements
Saves will no longer shift/move positions (get sorted) after importing them.
The inspect dialog now retains what was inspected the last time the game was played.
Speed up travel time by up to 5 seconds.
Renamed "saveDirectory" command line argument to "savePath".
Multiplayer build mismatch errors now provide human-readable messages.
You can now import multiple saves at the same time.
Bug Fixes
Fixed required items not being damaged in crafts. (Thanks warriorsforever482!)
Fixed weight reduction cascading past the first level of container. (Thanks Oragepoilu!)
Fixed fur clothing not having any set durability. (Thanks Alien!)
Fixed being able to sleep on a placed bedding item without a warning appearing when a lit torch/candle was equipped. (Thanks Terrapin!)
Fixed importing custom game options not working when default skill options were not changed randomly. (Thanks darkmane!)
Fixed magical illumination not working when being held. (Thanks Valdig!)
Fixed the default inspection dialog picking a seemingly random item in certain instances.
Fixed item drop key binds ignoring the item filter. (Thanks Arnkh!)
Fixed equipment appearing in the wrong slot after traveling. (Thanks Cryomantic Cultist!)
Fixed interrupts not allowing tooltips to appear afterwards. (Thanks Azhukar!)
Fixed flying creatures not protecting their owners properly. (Thanks William!)
Fixed walk to tile errors when near the edge of the world. (Thanks Amax!)
Fixed inventory shifting after traveling. (Thanks Nobody Important!)
Fixed wisps and pirate ghosts not being able to move when spawned in the void (using milestone modifiers or other means). (Thanks Valdig!)
Fixed multiplayer options becoming out of sync when closing and reopening a server.
Fixed some crafts showing that fire sources were needed for crafting them but weren't actually.
Fixed temperature producing creatures not removing their effects after death. (Thanks TheLukeyBoi!)
Fixed some items showing disassembly options in item tooltips incorrectly. (Thanks Oragepoilu!)
We have another batch of fixes ready for ya'll. We are still working on more improvements, additions, and balance tweaks as well, but our priority will continue to be fixing up any bugs and major issues that get discovered for the next little while. Please keep them coming!
Bonus Tip: Did you know you can inspect items (by default with Shift + Right Click) and hover over certain properties to get more information on what they do?
Bonus Promo: Happy Wayward Day! Five years ago today, we made the choice to release Wayward on Steam to garner support and to build our community. At that time, while still a full game, there was limited content and not much point for the progression in the game. Years later, we have thousands of new items, creatures, terrain types, plants, and other objects collectively. We now have an end-game, and tons more replayability, not only because we have since added multiplayer and infinite travel, but have extended the game with custom game support and a challenge mode. Oh ya, and milestone modifiers. Oh ya, and also remember when equipping items didn't change your character sprite? Oh ya.. and... It's impossible to list all the changes and additions here, but we have no plans of stopping. Building games with this amount of depth and breadth take time, especially whilst being a hobby project. Stay tuned for more!
Improvements
Setting the "Turn Delay" to 0 will now disable all turning when moving. You can then use shift (by default) to face different directions.
Improved the sorting of games in the multiplayer menu so that open games are at the top.
Player tooltips will now be visible for players that are connecting to a multiplayer game.
The news menu will now have changelog buttons for more version release articles.
Notes are no longer shown when running a dedicated server.
The in-game changelog can now display preview images for changes.
Bug Fixes
Fixed tamed creatures no longer seeking owner's attackers. (Thanks Zalpha!)
Fixed Steam Workshop mods being re-downloaded even when they are already updated, increasing the speed at which mods will refresh.
Fixed incompatible Steam Workshop mods not showing up in mods list.
Fixed loading outdated or too many mods causing other mods not to load.
Potentially fixed a very rare bug with tattered maps that caused them to sometimes not have Xs until the game is reloaded.
Fixed crafting item highlights not re-highlighting after crafting items.
Fixed the "Steam Workshop" button showing for save exports when not connected to Steam.
Fixed Electron IPC errors caused by console logging into dedicated servers.
"Flasks" have been renamed to "retorts" as that is more accurate to their purpose and graphic. (Thanks darkmane!)
Fixed items tooltips disappearing and leaving just the "Inspect" section if they had been destroyed. (Thanks Arnkh!)
Fixed trying to create puddles out of bounds.
Fixed mousing over one craft after another not highlighting the proper items when the second craft used some of the same items as the first one. (Thanks Skarn!)
Fixed performance issues when traveling to or playing in already-visited ice cap islands. (Thanks Vallivanting!)
Fixed instances of tooltips not updating when there are changes to old dialogs, such as inventories, crafting, dismantling, and equipment.
Fixed some instances of incorrect floor tile-mapping.
Fixed fire spreading to lit torches and candles possibly giving them higher than normal decay values.
Fixed torches/candles resetting their maximum decay when picked back up among other issues. (Thanks Skarn!)
Fixed tooltips flashing/empty boxes when moving the mouse between different in game objects.
Fixed the required craft amount showing the wrong count of items.
Fixed there not being a "discovered treasure" sprite for maps in the dark theme.
Fixed fog of war being reset when rejoining a dedicated server that traveled to a new island. (Thanks LaoTze!)
Fixed spawning on the edge of the map if the players travelled to a new map while you were offline or were a brand new character on the game/server. (Thanks CloudedGuardian!)
Fixed multiplayer travel votes getting stuck if a player disconnects mid-vote.
Fixed no confirmation being shown when travelling on multiplayer games alone. (Thanks Valdig!)
Fixed map dialogs staying open after dropping or moving the item.
Fixed the quick settings dialog not refreshing options when they are changed from a different place.
Fixed the reference system not working for mod registrations. This fixes tooltips on things added from mods.
Balance
Increased the temperature variance/range within the coastal island types.
Decreased the temperature in coastal and ice cap caves.
Increased the maximum temperature in the arid island types, including in the caves.
Increased chance of spawning void dwellers.
Technical
Wayward has been upgraded to Electron 12.0.4.
Modding
"Registry().get()" now supports referencing a single registration inside a bulk registration.
Happy Saturday! Hoping you all are having some fun with the new update. We wanted to address some issues quickly that some players are facing. It's not everything we want to do or fix up in the short term, but it's a good start. Stay tuned for more!
Bonus Tip: You can bring up fish out of the water (ones you can't even see) by casting your line or net in open water. You can increase your chances of this by using bait. Bait items include chopped fish, spider meat, worm meat, or earthworms. The bait will automatically be used from your inventory as your attempt to fish.
New
Added a new random quest requirement to challenge mode — discover buried treasures. You will spawn with treasure maps.
Improvements
Added the amount of items you have out of how many you need in the dismantling tooltip.
Polished the look of status effect tooltips.
Bug Fixes
Fixed the dismantle tooltip's label being duplicated numerous times after dismantling an item.
Automatically fallback to WebGL1 if WebGL2 fails to compile shaders, which potentially fixes issues where some players were getting black screens while playing.
Fixed "{ARTICLE:exceptional specimen}" showing in the Notes dialog. (Thanks William!)
Fixed occasional "You cannot do that yet!" messages when moving while a map dialog is opened.
Fixed the items that would be used in dismantling not being highlighted.
Fixed tooltip flashing/layout shifting when turns/ticks pass.
Fixed rare desyncs for some actions that damaged items.
Fixed tattered map desyncs.
Fixed issues when loading the same mod locally and through the Steam Workshop.
Fixed the news menu showing duplicate "event" articles. (Thanks Amax!)
Fixed quick settings tooltips being on the right rather than based on the mouse position.
Fixed some instances of tooltip text displaying strangely, for tooltips that appear on the left side of your mouse.
Fixed not being able to use buttons on disabled mods.
Fixed new unlock highlights only showing in Challenge mode, the one place where they should not have shown.
Fixed a context menu showing when you dismiss multiple pinned notes at once. (Thanks Gra!)
Balance
Decreased magic chance on non-exceptional items and increased chance on exceptional items slightly.
It's that time again! Time for a major Wayward update to be released into the wild. And into the wild, you shall go. A harsher wild this time around, one where you are not only surviving your bodily needs, but now also surviving the elements with the introduction of temperature in this update. Temperature is only a taste of what is to come as this update is one of the biggest ones we have ever released. A few notable changes include:
Added a new temperature system, along with three temperature-related status effects, a new "insulation" property for equipment and containers, and more!
Added a new "Mastercrafted" item quality, only obtained through high-skill and efficacy crafting.
Treasure hunting has been completely redesigned.
Added tin ore, a lightweight but very soft and low durability metal that can be used in blunt-only weaponry, tools, armor, or mixed with copper to create bronze.
Added the powerful bronze metal, an alloy crafted with copper and tin and to be used in late-game weaponry, tools and armor. Iron can still outclass bronze in certain regards relating to blunt resistances and blunt-based tools.
Added tool use properties/values (and quality bonuses) for reinforce, start fire, repair, carve, dig, gather, rest, and more. Learn more about this by inspecting items to see their action information.
Magical item properties (previously called legendaries) are no longer tied to a certain quality and can exist on multiple quality types now and are no longer restricted to a single property per item.
Added lots of new content to ice cap biomes including new wall/floor types (ice/snow), items, equipment, creatures, plants, and more!
Added multiple new creatures, some with unique mechanics and items.
Added in attack animations for each damage type.
To help celebrate the release, Wayward is -20% off for the next 7 days.
Less talk, more video:
The original plan with this release was to further what we brought forth with the original "Seafarer" update, but to include even more of our lofty goals and deep systems to improve the "feeling" of these new island types. Those island types being of the new ice cap and arid biomes, now each with their own set of temperature challenges. Even with everything here, we still have more we want to do. So stay tuned!
On with the gigantic changelog:
New
Added a new temperature system, along with three temperature-related status effects, a new "insulation" property for equipment and containers, and more!
Added a new "Mastercrafted" item quality, only obtained through high-skill and efficacy crafting.
Treasure hunting has been completely redesigned.
Added tin ore, a lightweight but very soft and low durability metal that can be used in blunt-only weaponry, tools, armor, or mixed with copper to create bronze.
Added the powerful bronze metal, an alloy crafted with copper and tin and to be used in late-game weaponry, tools and armor. Iron can still outclass bronze in certain regards relating to blunt resistances and blunt-based tools.
Added tool use properties/values (and quality bonuses) for reinforce, start fire, repair, carve, dig, gather, rest, and more. Learn more about this by inspecting items to see their action information.
Magical item properties (previously called legendaries) are no longer tied to a certain quality and can exist on multiple quality types now and are no longer restricted to a single property per item.
Added lots of new content to ice cap biomes including new wall/floor types (ice/snow), items, equipment, creatures, plants, and more!
Added multiple new creatures, some with unique mechanics and items.
Added in attack animations for each damage type.
Certain actions such as pouring water or some crafts will now produce puddles that can accumulate and create shallow water sources.
New tamed and untamed icons will appear above creatures as well as show which items they picked up from the ground as an offering.
Added a new "Cold" damage type with new resistances/vulnerabilities applied to creatures and equipment.
Added both ice and snow walls and flooring. Snow huts and other constructed houses can be found made of them on world generation in the ice cap island type.
You can now hover over text in messages to see tooltips, such as the names of items, doodads, creatures, etc.
Status effects, item breaking warnings, and broken items will now pop-up above the player.
You can now inspect items and other tooltips. Added a prompt to those and world tooltips.
Certain items, doodads, and tiles will now melt into puddles under the right temperature (or heat) conditions. When enough puddles exist, certain tiles can cool down or turn into shallow water sources.
Items fired, shot, or thrown are now animated.
Added two new magical components.
Added the "Apocryphal" milestone for discovering every type of magical item.
Added the milestone, "Diverse", played every type of game mode. This milestone is enabled for all game modes.
Added all metal types of knives.
There are now low durability sandstone versions of bullets, hammers, and anvils.
Added fast world update simulations for passing turns after travel and removed the previous limit of 5000 turns passing.
Added two new books.
Added an item sort for sorting by magical properties.
Added a new option to disable item pick-ups when idling (using the spacebar or by clicking your character) that is disabled by default.
Added a button to mods to allow opening the mod's folder.
Added the ability to sort by worth (trade value).
Mod icons can now be viewed in-game.
Added the current update title to the main menu screen.
Mod `README.md` files can now be viewed in-game.
Doodads now have support for notifiers and water stills will display a notifier when the water is ready to drink or gather.
Added a new magical "insulation" property for equipment and containers.
Bindings that are also bound on other bindables now show a clickable warning icon that filters to those bindables.
Improvements
Item tooltips have been redesigned. They feature new layouts, better readability, and in the case of crafting/dismantle tooltips, feature more information.
For certain milestones, their tooltips now contain a list of which things have been discovered. (Thanks warriorsforever482!)
Opened containers will now keep their sort and order after traveling.
Added new recipe difficulty, "Master" for the new tiers of blacksmithing items as well as some other items.
The tier and quality of bedding items (leaf bedroll, hammock, etc.) will now increase turns slept/rested and stats replenished when sleeping or resting.
The tier and quality of gathering and harvesting tools will now decrease the chance of damaging plants when gathering and harvesting.
The tier and quality of carving tools will now increase the quality of items gained when carved.
The tier and quality of fire-making devices (hand drills, bow drills, etc.) will now add a bonus to the fire's length/decay when starting fires.
The tier and quality of reinforcement items (animal glue, melted copal, etc.) will now increase maximum and minimum durability when reinforcing items.
The tier and quality of repairing items (stone hammer, grindstone, etc.) will now decrease durability loss when repairing items.
The tier and quality of fishing rods or nets will now increase the chance of catching fish and items when fishing.
The tier and quality of treasure gathering tools will now increase the acceptable digging range when gathering treasure.
The tier and quality of preserving items (slime gelatin, niter, etc.) will now add a bonus to the decay timer of the preserved item.
The tier and quality of refining tools will now decrease the reduction of durability when refining items.
Tamed creatures will now move around in closed/fenced areas when they cannot follow you.
Water contamination is now randomized and converts between two types of water more naturally.
Freshwater sources can now "contaminate" seawater sources provided there is a lot more freshwater than seawater at the connection point. Previously any single tile of seawater would contaminate all connected freshwater.
Added a progress bar when island time is being adjusted while traveling.
Protected items now have a lock icon.
There are now icons associated with item qualities.
All ranged weapons will share the same action now, "Fire", and all ammunition will have a new action called "Shoot" which will attempt to use them with an equipped ranged weapon.
Hovering status effects (encumbered, exhausted, starving, dehydrated) now highlights any relevant stats.
Your stamina reduction and travel time are now dependent on the boat's tier and quality while traveling.
Your maximum weight will now increase when in a boat. This increase is based on the boat's tier and quality.
Amount of items gathered at a time is no longer determined by the tool's attack and skill but rather done through new tool properties combined with skill.
Ice shards can no longer be used for carving, but can instead be equipped as a weapon.
Fire that is created without fuel or on top of flammable objects will no longer burn to ash.
Item quality now follows a more standardized approach (ala WoW) for colors.
You can now gather with anything that you could harvest with previously.
Item quality is no longer mentioned in item names, but rather, is shown in color and in item tooltips.
Starting fires will now look in adjacent containers/tiles for kindling/tinder/fuel.
Milestone modifiers that spawn tamed creatures at the start will now no longer prefer to spawn water-based creatures.
Players, creatures, and NPCs can now "splash" water, creating puddles.
Magical items now have animations or are signified with an "M" with UI animations disabled.
Some mod tooltip information has been moved to a "more information" mod menu, in order to keep the tooltip containing the most relevant info.
Added a warning icon to the mods button on the main menu when mods are disabled due to moving to a new version.
Mod tooltips now have more colors for usability.
The icon for a mod's "View Steam Workshop Page" button has been changed from an eye to a Steam logo.
Mods that cannot be enabled due to errors no longer make their buttons (such as "uninstall" or "more information") partially transparent.
Added a count for how many mods are enabled, vs how many are installed, to the mods button on the main menu.
New version releases in the news menu now don't include their changelog, instead including a button that links to the changelog menu.
Added lightbox support to images in news articles.
Added an unread indicator to the news button on the main menu.
Improved the formatting of news articles.
Added tabs to the news menu.
Pinned note messages are now disabled by default (existing players will have to turn the setting off.) There is now an "unread notes" indicator on the "notes" button.
Clicking on the "notes" button now displays the first unread note. Displaying unread notes dismisses pinned note messages.
You can now select next/previous dropdown values using shift + scroll wheel. You can also edit a range input (like SFX volume) with shift + scroll wheel.
The idle bind now displays more information, listing that it's also used to ascend/descend stairs and pick-up items under you.
Plants and mushrooms that cannot grow in certain situations will now be destroyed (leaving their resources behind) instead of just removed completely.
The defense tooltip has been redesigned, now providing much more information when using "see more" and "inspect".
Tile tooltip opt-out, console source filtering, and UI experiments are now all compressed by default, cleaning up the options menu.
The facing tile is now highlighted when using the action menu.
Improved the look of line of sight so shadows are closer to objects that block sight.
Coconut meat is now considered a "fruit".
Doodads tooltips now include which magical properties they have.
"Transmogrify" and "enchant" actions have been swapped as transmogrification (previously enchant) will now only reroll magical properties. Its other mechanic has been moved to a new magical component.
Item tooltips are now removed as you type in filters. (Thanks Matthew Cline!)
Certain items will now put out lit doodads when they are on top of them (like snow over a lit campfire).
Melee is now the first/default action for spears instead of gathering.
Added a tooltip when hovering over a multiplayer game in the server browser as to the reason you are not able to join.
Added social buttons to the main menu.
Added ability to edit MOTD via multiplayer menu for dedicated servers.
Changed the naming of some armor pieces to be more accurate/varied.
Improved the walk to tile graphics when used over lighter tiles (like snow).
Title casing now correctly uses lowercase for short articles, conjunctions, and prepositions.
You can no longer smother fire with snow; however, you can still drop it over fire to melt and extinguish the fire that way.
Minor tile events are now a single list inspection rather than individual ones.
You can now preview the doodad's tier when built/lit in the crafting tooltip.
Bug Fixes
Fixed digging some tiles set down by the player not keeping their durability.
Fixed certain tiles being too hard to route water from.
Fixed the "Drop on Gather" option not applying when digging. (Thanks num ca nem vi!)
Fixed beach sand not changing its quality as you gathered resources from it (it can now change to gravel rarely).
Fixed not being able to pour water back into wells.
Fixed solar stills replacing tiles underneath them incorrectly. (Thanks Al Huma!)
Solar stills will no longer work in caves. Who did this and didn't tell me?
Fixed multiplayer desyncs related to players leaving during another player's action packet.
Fixed creature pathfinding performance in some instances. (Thanks num ca nem vi!)
Fixed paddling with a raft while in a backpack not always reducing your weight. (Thanks riftborn!)
Fixed failing to harvest anything granting full skill gains.
Fixed creatures being able to become tamed while out of sight in singleplayer games. (Thanks Matthew Cline!)
Fixed igniting torches from fire devices (via item menu) requiring kindling (they should only require tinder). (Thanks riftborn!)
Fixed renamed doodads still showing magical property names.
Fixed inconsistencies when toggling fog of war on the host in a multiplayer game. (Thanks neurodaemon!)
Fixed digging tiles back up from being placed not retaining their weight, quality, or magical properties.
Fixed unlocking crafting recipes through developer mode not working while in-game.
Fixed not being able to ignite torches with a fire starting device directly in some instances.
Fixed message in bottles never uncommonly returning mushy paper as before.
Fixed being able to use cooked fish kebabs for pemmican. (Thanks lilzoark!)
Burning items will no longer potentially create unlimited tiles of ash underneath them. (Thanks AI Player 2!)
Building up levels of water in the ice cap using flooring or terrain will no longer produce incorrect water tile types.
Fixed equipped items rendering beneath the player while standing over open doors or growing trees with a cloak equipped.
Fixed player not animating when paddling from land and other paddle-related issues.
Fixed the "void" counting as an obstacle for thrown/shot items.
Fixed some items not burning properly.
Fixed protected items being dropped into deep water when "Drop All" actions are used. (Thanks terribleperson!)
Name-based sorting will now sort by A-Z and reversed as Z-A instead of the opposite. (Thanks riftborn!)
Fixed snow particles showing as blue.
Fixed replaying games (from the death screen replay button) always using the same milestone modifiers, even when changing them. (Thanks Petalwing!)
Fixed player hair rendering under open gates.
Fixed slimes merging not updating hitching post status. (Thanks num ca nem vi!)
Fixed sorting by worth not producing any message.
Fixed the container weight magical property not having any effect in some instances.
Fixed creature tooltips for non-aberrant creatures including the text that the creature is abnormally aggressive. Only affected old saves.
Fixed version and build mismatch multiplayer error messages having swapped arguments.
Fixed attempting to equip an item into the wrong slot passing a turn. (Thanks riftborn!)
Fixed YouTube embeds in news articles being too small and causing errors.
Fixed multiple hoe graphics to remove erroneous coloring.
Fixed soundtracks not containing additional cover artwork. (Thanks Amax!)
Fixed sorting by weight not calculating the weight of items inside containers.
Fixed items in your inventory decaying by how much the island fast-forwarded by when traveling. (Thanks Meron!)
Fixed offering not updating player weight. (Thanks DragonOvLeaves!)
Fixed a terrain template issue where rocks could appear in glaciers.
Fixed NPCs not creating particles when walking in shallow water.
Fixed an issue where dropdown menus could become stuck on double-clicking to open.
Fixed quality of tile not updating on tooltip when tile type changed. (Thanks num ca nem vi!)
Balance
The chance of gaining skills will now somewhat depend on the item used in actions that support it. The higher the tool's tier and quality, the higher chance of gaining skill points.
Removed blunt vulnerabilities from copper equipment.
Taming creatures will now continuously add minimum/maximum health to the creature instead of subtracting it each time.
Copper tools (and weapons that can be used as tools) are now less efficient than their wrought iron counterpart when used for their "sharpness" qualities (like when carving, lumberjacking, etc.). Blunt-based activities (like mining) remain unchanged.
Removed limestone requirement for producing copper ingots.
Iron is slightly more common in coastal caves.
Starting vegetables and fruits can now be harvestable/gatherable (can appear as flowering/ripening on occasion).
Increased base amount of the worth property for magical items.
Increased impact of item tiers on consumed items when crafting quality or magical items.
Buried treasure will now have more loot than found treasure chests.
Cave entrances will now never spawn as a single tile; however, higher rarity cave chests will be a bit rarer to compensate for this new ease of access to the main cave areas.
Increased the amount of maximum talc gathered from rocks and sandstone with talc.
Enhance (previously transmogrify) will now only alter magical properties and not the quality of an item. Reduced difficulty of enhancing as a result.
Reduced time required to produce wisp dust from wisps.
All knives now have a higher "Sharpened" tier than axes of the same type.
Solar stills will no longer function in the ice cap or lower temperatures without an external heat source around it.
Limestone can now appear under rocks with snow.
The success rate of starting and spreading fires is now also based on temperature slightly.
Decreased the rarity of metals and sandstone resources in arid caves.
Sandstone can now contain limestone and can be found in the arid biome.
Copper can no longer randomly spawn in caves or under snowy rocks in the ice cap biome.
Tool/item quality and tier will now impact the amount of reputation gained/lost on some actions.
Merchant NPCs now scale their overall strength with negative reputation.
The "Pulchritudinous" milestone modifier now provides specifically an equippable magical item.
Interacting with a hitch, door, chest (either through opening or lockpicking) that is on fire will now burn the player.
Increased chance at damaging plants when harvesting/gathering slightly.
"You see" messages will no longer appear if the event occurred while the player was resting.
Reduced effectiveness of skill level for reducing stamina usage, success chance, and amount of items gained when gathering resources. The new tool properties and quality will now play a role as well.
Increased the chances of crafting or finding increased quality items slightly.
Pouring seawater over small freshwater sources can now pollute them.
Increased the bonus durability given by the "Crafter" milestone modifier.
You can no longer start fires over snow/ice without fuel as well as tinder/kindling (in the case of starting fires with fire devices).
Modding
Modding new walls, doors, and fences are now possible (they are no longer hardcoded).
Languages can now provide `contextRules` for how title casing works.
Language pluralization rules `pluralRules` and `singularRules` are now arrays, making it possible to change the precedence of rules.
Tile events now have the ability to render under doodads through the `renderBelowDoodads` property.
Mods can now create registrations in bulk via `@Register.bulk`, which has support for all existing registration types.
You can now link your mod's GitHub repository in your `mod.json` and it will be displayed in the mod's menu.
Simplified the "actions" system so that action instances now have an `execute` method rather than requiring a new `ActionExecutor` instance. This change also should improve typechecking performance for modders.
Special language utilities (segments) now use capital letters to better differentiate them from translatable language for translators.
Technical
Improved performance on all scrollable dialogs in the game.
Improved performance of dropping/moving many items at a time.
Improved performance of item quality/highlight outlines (and they are no longer disabled in "Disable UI Effects" mode as a result).
Crafts will no longer update when the crafting dialog is closed, an option for improving performance when needed.
Improved game rendering performance.
Improved performance of hovering over items/crafts.
Improved the performance of water contamination/conversion.
Improved sprite loading speed.
Wayward has been updated to TypeScript 4.2.
Added trace recording button to developer options section.
Wayward has been updated to Electron 11.4.2.
The "An error has occurred!" message now has a tooltip with more information, and you can right-click to copy it and share it with us for debugging purposes.
Improved translation performance.
Fixed group tooltips in `GroupDropdown` components sometimes showing up when new screens were initialized.