While we are already working away on the next major release, please enjoy this smaller update to improve the game and fix up some of the remaining bugs on our radar. Stay tuned for more minor/major updates!
Bonus Tip: For merchants to travel to your island, you need to increase your "civilization" score, which can be found while hovering over the reputation icon. Civilization score can be increased by building walls, flooring, and other interactions. They will appear on player-made flooring; so the more you pave over nature (which can have its own drawbacks), the better chance they will travel and trade with you.
New
Added an option to set the maximum number of advancing turns in world options.
Improvements
Added initial support for Steam Deck.
Protected items can now be used for disassembling as long as their durability is over 0.
The fire/lava dangerous warning prompt will now only show if it will actually hurt/damage the player.
Adjusted the camera position to improve centering on the player's sprite.
Attempting to pick up items/excrement, lockpicking, opening containers, using hitches, opening doors, or digging on tiles that are on fire or in lava will now produce a warning if enabled.
"Allow Hardcore Respawn" is no longer toggleable when not running a hardcore game.
Merchants will no longer stay in place (while a trading dialog is open) while they are taking fire damage.
Cooked fish kebabs can now be disassembled.
Scrollbars will now appear wider for accessibility/touch interfaces.
Improved readability of magical "Endurance" and "Regeneration" properties tooltip text. (Thanks Nobody Important!)
Increased the maximum zoom level.
Removed a scrollbar that could appear on stats in certain resolutions/scales.
Bug Fixes
Fixed character/creature/item graphics not using the correct scale on certain operating systems and hardware. (Thanks ldellapiana!)
Fixed issues when quickslotting multiple of the same item. (Thanks SMMFO!)
Fixed "Remove from Quickslot" removing all instances of that item in quickslots.
Fixed desyncs related to background option updates.
Fixed a duping and disassembly issues with fish kebabs. (Thanks DerSimon!)
Fixed switching slots not working properly.
Fixed several burning events not specifying the proper location of the burn on the player.
Fixed a duplication issue with slither suckers. (Thanks num ca nem vi!)
Fixed a freeze/crash related to fires when advancing island time.
Fixed an instance where the game is shown in color after the player is a ghost after reloading a previous game.
Fixed "phantom" doodads displayed in the fog until revealed not to be there. (Thanks Anketam!)
Fixed some items that produced heavier items when burned. (Thanks DerSimon!)
Fixed efficacy not allowing a rating of 0%. (Thanks DerSimon!)
Fixed creatures being able to follow ghosts still.
Fixed desyncs related to clients joining the server while they were on other islands.
Fixed respawning as a new character not resetting skills or reputation.
Fixed issues where the inventory would appear greyed out after crafting (again!). (Thanks animexamera!)
Fixed the quality of tiles dug up not matching their original quality after stacking more than a single tile. (Thanks Destro!)
Fixed the inventory being able to produce a horizontal scrollbar in some instances. (Thanks DerSimon!)
Fixed multiple visual glitches when doing certain actions over top of any doodad while wearing certain equipment. (Thanks Wuffy!) (Thanks Rayb!)
Fixed the pacifier and friendly milestones spawning more than one creature. (Thanks Benzi!)
Fixed a rare issue that would prevent multiplayer clients from executing actions.
Fixed targetting actions (like repairing) allowing the action on itself when placed in the first spot in your inventory. (Thanks Ursa!)
Fixed weight calculating incorrectly when placing containers in other containers. (Thanks Raxy9975!)
Fixed civilization score discrepancies when tiles melted.
Fixed item actions not working for items outside of main inventory. (Hotfixed) (Thanks Thadon!)
Fixed the bronze shovel having incorrect values for its digging and mining properties. (Thanks Ursa!)
Fixed underline/linked text formatting issues.
Fixed using hitching posts that were on fire not burning the player properly.
Fixed up some incorrect word usage. (Thanks Setimu).
Fixed auto item actions not producing warnings when applicable.
Balance
The tile or doodad quality now affects civilization score.
Fertile soil now provides a civilization score.
Bronze items (and a few other select items) are now tradable but are not sold on merchants.
The dangerous action warning option is now disabled by default.
Technical
Improved "Default" power mode to automatically run in "low power" mode when the device is on battery power.
Improved performance of various UI animations.
Running the game in "low power" mode will disable all continuous animations which will stop all rendering when idle.
Join us for our second "Multiplayer Meetup" taking place on Friday, February 18th, 1:00 PM PST. Convert to your local time here. Multiplayer Meetup is a new initiative to get our small community together to play at the same time (or around then) to get some larger public games going on.
This month we will be using the same map/save as the last meetup post-slime/zombie apocalypse, but with some added secrets and modifications. There are about a dozen of these unique points of interest. Can you find them all?
To join, simply look for the server in the multiplayer menu in-game for the game(s) named: "Multiplayer Meetup" at the date/time noted above.
What if that day/time doesn't work for me?
Feel free to schedule some multiplayer game(s) with other people from the community as close to this time as possible in order to gather the most interest and people. Join the conversation in our #multiplayer or #wayward channels via Discord. This day/time was chosen based on our recent survey. Different dates/times may be chosen next time.
What about latency/ping?
This is a west-coast, Canada-based server, so the latency may not be great for everybody. Depending on the interest and turn-out, some other players from our community might also be hosting their own servers and game(s) in their own regions that you can join. Check your ping in-game by entering "/ping" (without quotes) in the chat.
In this week's release, we fixed another big chunk of issues and improved various parts of the game. We are planning for at least one more release in the 2.11.x series, so stay tuned for more!
Bonus Tip: I recently put out a new video showcasing some new tips and tricks as kind of an addendum to my beginner's guide video here:
Bonus Promo: If you haven't checked out TARS yet, give it a whirl! It has improved by leaps and bounds over the last little while. TARS will even help with repetitive tasks like harvesting now! Check it out here:
Thanks to all those that participated in the multiplayer meetup last week! It was a smashing success; if success means being overrun by slimes and zombies for two hours. Some of the below changes should help smooth out some of the stuff we all discovered when that many players all join together. Thanks for the stress test!
Bonus promo: Join us on Discord and gain some insight from the resident experts on Wayward who have all clocked in thousands of hours in the game.
Bonus tip: To unlock recipes, you only need to be adjacent to or holding one of each item in a craft to unlock it. One strategy to unlock as many recipes as possible is to have three chests adjacent to you, all with many different items. Fill them up with things you haven't crafted before or rare things you found. Walking in between them could unlock a few interesting things for you.
New
Added a new screen vignette effect (that can be disabled in options) when your health is low.
Improvements
Replaced "Clear Ghost Data" multiplayer option with "Allow Hardcore Respawns" option which allows hosts to respawn as well and is also exposed via dedicated server arguments.
Planting seeds or spores will now increase gardening as well as the skill associated with the item (botany or mycology).
Improved reliability of Steam network connections.
Reduced multiplayer bandwidth usage by around 400%.
Screen DPI (and the "zoomFactor" option) will no longer change the amount you can zoom in or out.
Updated the description of magical aspect to be more in line with its use. (Thanks lilzoark!)
Added all plantable items to the "seeds" loot group for Dryads.
Added dedicated server arguments for setting gameplay modifiers.
Improved reliability of automatic WebRTC fallback if the Steam network connection gets stuck.
Bug Fixes
Fixed an issue where the wrong items were being named in the disassemble warning. (Thanks Shirow!)
Fixed the sleeping/resting dialog prematurely hiding itself in multiplayer games.
Fixed multiplayer desyncs related to the "Pacifier" and "Friendly" milestones.
Fixed items being able to require themselves to disassemble.
Fixed dedicated servers not handling fog of war radius updates correctly. (Thanks Shirow!)
Fixed some magical properties that can be given to lit torches and candles being removed after being extinguished or vice versa. (Thanks Skarn!)
Fixed the durability tooltip for plants not showing the proper message.
Fixed not being able to select milestone modifiers when creating a multiplayer game in the dedicated server GUI.
Fixed some options tooltips not being displayed in the options menu.
Fixed a multiplayer desync related to creature trapping.
Fixed the "Player Connecting..." screen still able to be shown after leaving a game.
Fixed crafting tooltips toggling on and off in multiplayer games as ticks pass (again).
Fixed some previous saves resulting in infinite loading for clients. (Thanks Shirow!)
Fixed multiplayer desyncs related to refining items that can be disassembled. (Thanks Shirow!)
Fixed the possibility of "You see..." messages showing up while traveling to other islands
Fixed books staying open even after walking away from or destroying them. (Thanks riftborn!)
Fixed active sorting making sound effects when it sorted items.
Fixed overlapping sound effects triggering on travel. (Thanks riftborn!)
Fixed the respawn button not working when clicking on the text portion of the button.
Fixed rejoining as a new character (now respawning as a new character) not using the same milestone modifiers set. (Thanks Shirow!)
Fixed "Unable to verify port" message adding commas to the port number.
Fixed a graphical issue with fire. (Hotfixed) (Thanks NightsFire!)
Balance
The maximum health bonus for repeated taming is now capped based on the creature's base maximum health. (Thanks alacandor!)
Full tiles of items will now act as obstacles when using ranged attacks.
Items that are disassembled from crafted items will now have their durability reduction scaled instead of just a single point each time.
Random events now happen to a random player each tick instead of all players.
Slimes will no longer split when using fire damage.
Slime splitting chances will now scale with how much their health is over their normal maximum health.
You can no longer fail to plant seeds or spores; however, their durability combined with your skill will transfer to the plant's health (durability) now.
Join us for the first "official" "Multiplayer Meetup" taking place on Sunday, January 16th, 6:30 PM PST. Convert to your local time here. Multiplayer Meetup is a new initiative to get our small community together to play at the same time (or around then) to get some larger public games going on.
To join, simply look for the server in the multiplayer menu in-game for the game(s) named: "Multiplayer Meetup" at the date/time noted above.
What if that day/time doesn't work for me?
Feel free to schedule some multiplayer game(s) with other people from the community as close to this time as possible in order to gather the most interest and people. Join the conversation in our #multiplayer or #wayward channels via Discord. This day/time was chosen based on our recent survey. Different dates/times may be chosen next time.
What about latency/ping?
This is a west-coast, Canada-based server, so the latency may not be great for everybody. Depending on the interest and turn-out, some other players from our community might also be hosting their own servers and game(s) in their own regions that you can join. Check your ping in-game by entering "/ping" (without quotes) in the chat.
We have another batch of fixes and improvements this week with a focus on smoothing out some of the features that showed up with the major release. That, and whatever else the astute Wayward players reported this week. We still have a ton on our to-do, so expect another patch next week!
Bonus Promo: Follow our Subreddit to stay up-to-date on all Wayward news, player discourse, and occasional memes.
Bonus Tip: At 20% in a crafting skill you gain the ability to see "efficacy" when crafting. This will show how effective you are at making the craft, or making a better quality item based on what you are putting into it. It calculates what the best ingredients would be and compares it against what you used. Many things affect the efficacy of a craft, including item quality (exceptional or higher is best) and item tier (the higher the better). This is counted for both required items and consumed items. Check out the in-game help for more details on this and more.
New
There are now messages and sound effects when exhausting fire sources in crafting and other situations.
Improvements
Attaching a container to a water still will now show an item notification over it.
Creatures will no longer follow ghosts.
Dryads can now rarely plant seeds.
Swords now have "melee" as the default action instead of other tool actions. (Thanks Petalwing!)
Automatically fallback to use WebRTC when a multiplayer Steam network connection is not working properly.
Balance
Using bait while fishing now has a greater chance of attracting creatures.
Items burned will now produce items of varied quality, similar to the distribution of dismantling.
Reduced amount of islands you can travel at a time (increased skill check).
Increased hunger/thirst/stamina reduction when traveling.
Dryads now have a slightly decreased chance to spawn (increased requirements), increased health, and reduced attack. They also now provide negative reputation when killed.
Reduced the chance of magical properties on superior/remarkable items slightly.
Bug Fixes
Fixed a bug where merchants were being spawned too quickly (or improperly in some cases).
Fixed treasure chest loot not adhering to the container's maximum weight. (Thanks Anketam!)
Fixed errors when crafting while near the edge of the map. (Thanks num ca nem vi!)
Fixed being able to spawn outside of the normal map bounds when traveling. (Thanks Anketam!)
Fixed reinforcing relic items not working every time. (Thanks Nobody Important!)
Fixed a desync when using the item action menu facing some doodads.
Fixed opening the item action menu extinguishing doodads. Yikes. (Thanks FluffyWuffletonTheFierce!)
Fixed "See More" showing even when "Always Show More Information" is on. (Thanks Ygdrad!)
Fixed some items having the "aptitude" property that shouldn't be based on uncraftable items that used them in their recipe. (Thanks DerSimon!)
Fixed changed items not being filtered properly. (Thanks riftborn!)
Fixed tiles being burned not distributing the correct quality on items dropped.
Fixed memory leaks related to milestone modifiers.
Fixed errors happening when traveling/generating a new island. (Thanks animexamera!)
Fixed rare multiplayer desyncs related to scarecrows.
Fixed an item ID error being produced in certain situations. (Thanks Torrin!)
Fixed being able to unpause the game when you're not supposed to, such as when a new player is joining a multiplayer game.
Fixed efficacy ratings being commonly inaccurate when crafting. (Thanks DerSimmon!)
Fixed being able to break out of the map bounds. Get back in there! (Thanks num ca nem vi!)
Fixed some items not having tiers for their groups that were used in crafts.
Modding
Fixed imports starting with "@wayward/types" when importing modules in Visual Studio Code.
Hope you are enjoying (or already enjoyed) your holidays! We have a patch ready to fix up some of the issues everybody has spotted after the major release launch with a few balance changes thrown in for good measure. We still got lots on our to-do list for this release series, so expect more soon! Happy New Year!
Double Bonus Promo: We are gathering feedback on a recurring Wayward multiplayer meetup to play as a community at some to-be-determined interval. Let us know your thoughts: https://forms.gle/9JHKVWihiNSstSfL8
Bonus Tip: Instead of opening the action menus every time you do an action, why not quickslot the action and use a single keypress for it? Right-click an empty quickslot to assign actions to it, or Ctrl + right-click to assign an item action to it. Item actions will automatically pick the best item from your inventory to do the action you set, saving even more time!
New
Added an option to protect required (non-consumed) items from use in crafting.
Improvements
Coordinates are now presented in NESW format.
An error prompt will now be displayed when save data fails to load when starting the game.
Bug Fixes
Fixed item action quickslots not getting the best tool in some cases. (Thanks num ca nem vi!)
Fixed crafting tooltips blinking on and off in real-time mode. (Thanks olatuf!)
Fixed line of sight passing through blocked terrain. (Thanks Ashery!)
Fixed an issue where burning certain containers would result in a new container. (Thanks DerSimon!)
Fixed an issue with magical properties when using the new wisp mechanic. (Thanks DerSimon!)
Fixed liquid containers not being available for the magical "Aptitude" property. (Thanks DerSimmon!)
Fixed "Advancing Island Time" not showing a progress bar in multiplayer.
Fixed multiplayer desyncs related to frequent player connections and disconnections to the server.
Fixed multiplayer desyncs related to crafting an item and using it within 16 milliseconds of its creation.
Fixed multiplayer desyncs related to packet data getting corrupted.
Fixed occasional errors when closing the game while connected to a multiplayer server.
Fixed getting stuck if the server shuts down while a player in on the game over screen.
Fixed multiplayer desyncs related to players sailing to and from the same island within a single session.
Fixed a timed-out interrupt showing up after canceling the "Unable to Join Game" interrupt.
Fixed the sleeping/resting/player screens connecting getting "stuck" in multiplayer games.
Fixed the game getting stuck at "Finalizing Island" when trying to load a corrupted save.
Fixed an inspection error when traveling to another island. (Thanks DerSimon!)
Fixed issues related to ranged attacks in multiplayer dedicated servers.
Fixed several items spawning incorrectly on merchants of the wrong island type.
Fixed graphical issues when placing tiles underneath doors. (Thanks TheLukeyBoi!)
Fixed dryads spawning on water. (Thanks DerSimon!)
Balance
Increased the chances of getting resources when gathering (at low skill levels) but also increased the skill/tier bonuses required to gather multiple resources in one action.
Dismantled item quality will now be impacted greater by the base item's quality (so exceptional items will now lead to more exceptional items for example).
Decreased base merchant spawn rate and limit.
Aberrant versions of creatures will now only be able to spawn naturally at double their normal spawning reputation (capped to -64,000).
Digging failures will now provide skill gains more commonly.
The fishing skill will now provide more effectiveness when attempting to cast in empty water (previously more RNG-based).
Modding
Fixed the +mod command installing the latest version of the types and messing up the mod.json "waywardVersion" property. (Thanks Amax!)
Twas the day before that Christmas thing, when all through Steam; not a creature was stirring, except for a Wayward release!
We are pleased to announce the release of our 11th major update on Steam entitled "Horizons". Wayward is also a part of the Steam Winter Sale this year at -20% off:
The preview video only shows a small portion of the features in this release, so if you are brave enough, venture down further to the wall o' text:
New
Added a new "islands" dialog, acting as a world map. It's unlocked when obtaining a sea-worthy vessel, which allows you to travel to inspect and travel to nearby islands.
You can now sail to any island within a certain distance, the travel time and cost dependant on the distance traveled.
Several islands can now be loaded at a time, allowing for quicker travel and allowing players in multiplayer games to be on different islands from each other.
Added a new "Seafaring" skill which increases travel distances, reduces hunger and thirst costs when traveling, and more.
Added a new "Volcanic" island type and biome with new resources, tiles, interactions, and creatures.
Added the ability to assign quickslots with tool-based actions (similar to "Carve with Tool" previously from the action menu). Alternatively, you can perform actions here by opening a new menu as well with "Shift + Q or Shift + Right Click". These actions will automatically pick the best tool for the given action.
Added ability to assign action menu actions to the quickslot bar.
A new item quality, "Relic", has been added. Relics have a high amount of magical properties, but have low starting durability and are dropped exclusively from aberrant creatures and treasure chests.
Added a "Rejoin as a new player" button to the death screen when dying in multiplayer games that have "clear ghost data on leave" option enabled.
Added a "Respawn in Casual Mode" button to the death screen when you die while in a permadeath mode so you can continue playing your save.
Merchant NPCs will now spawn and restock based on the number of buildings (walls/floors) constructed on an island, and will decrease in odds the further out you are from your starting island.
Added a couple of new craftable "scarecrows" that you can place down to prevent or reduce the likelihood of creatures spawning and/or movement around them (depending on the creature).
Added a new armor set of "armored scale" with unique properties/usefulness.
Added needles for all types of metal.
Added a pangolin creature to the new "Volcanic" island type.
Added mysterious and coveted "Dryad", a plant-like creature with unique properties and loot.
Added "Master of All" milestone and milestone modifier for getting all skills to 100%.
Added the "Traitor" milestone and milestone modifier.
Added a new form of grass called "Tanglehead", spread throughout the arid and volcanic islands types. Dirt will no longer be native to arid islands as a result.
Added a new magical property "Regeneration", which repairs/restores durability on items over time.
Added a new magical property, "Aptitude", which multiplies its effectiveness in crafts.
Added a new interaction with wisps.
The main menu buttons and tabs across all menus now have associated icons to improve UX.
Sailing to new islands now raises your cartography skill.
Starting at 40% cartography skill, the islands map and item tooltips now show which map items are associated with each island.
Introduced the concept of spores to mushrooms and ferns.
There are now non-tattered versions of shirts and pants that are available to craft.
Added an "Open Backups Folder" button to the save data section in the options menu.
You can now drag and drop save files onto the game to import them.
Added +dev command line switch to dedicated servers to enable developer mode.
Improvements
The quality of terrain (including fertile soil) now affects the speed at which plants grow. The better the quality, the faster the growth.
The island name, game options, modifiers, and any quests are now displayed on game start and arrival at a new island.
The pause menu has been updated to show the island name and modifiers separately from the pause status and menu options.
You can now quickslot multiple of the same item (to assign them different actions).
You can now use crafting quickslots even when you no longer have the item.
Quickslots have been partially moved to the new UI system, enabling the ability to move them to any edge of the screen. The default position in new saves is the bottom.
Added three more quickslots to the quickslot bar.
Quickslots now have a highlight animation when being used.
Islands now have randomized names.
Sped up menu animations, removed some "instant" menu animations because they caused flashing.
Converted "gathering" to chopping and mining. A tool's damage type will no longer affect resource gathering as tools will now have their own "Chop" and "Mine" properties.
"Carve With Tool", now simply "Butcher", as well as all the new tool/auto action will now use protected items unless they are at 0 durability and will warn you before breaking if you have the option enabled.
"Chop" is now the default action for axes (except for tin-based tools) instead of "Carve", now named "Butcher".
The "Carve" action is now called "butcher" to reduce confusion of its purpose.
Non-consumed required items can now be used in crafting while protected when they are over 0 durability (cannot be destroyed in the craft).
Added a multiplayer option to delete ghost data when players leave (so players can rejoin as a new character).
You can now customize the order of menu bar buttons, and even remove buttons or add new dividers if you wish.
Items now mention when they are used as part of a craft in the tooltip under "uses".
All island types now have a unique fog of war color/tint.
When starting a multiplayer game/server, only auto-pause the game when the turn mode is Real-time.
Ghosts can now travel to previously visited islands.
Reworked menu tabs highlighting to work based on distance, rather than just appearing as active when on screen.
The disabled mod warning will now be cleared after going into the mod menu.
The "quests" and "notes" menu bar buttons are now hidden until you have gained at least one quest/note in any game.
There are now tooltips for item/action menus that explain how to use them in conjunction with quickslots.
Loading screens that previously showed progress as a percentage now show a progress bar.
Removed some loading animations in cases where they would be near-instant.
Removed lag spikes when players join or leave multiplayer games.
Removed the max saves limitation. You can now have as many saves as your disk space can fit.
The "continue game" button on the main menu now shows the name and preview image of the last-played game.
Increased fade-in speed when starting a game or when traveling to other islands.
Players that are ghosts no longer affect turns in simulated turn mode.
Reorganized the options menu and added additional tabs to make it easier to find things.
The gameplay section of the bindings menu is now split into additional sections, "Items", "Quickslots", and "Context Menu."
Improved the layout of the dedicated server menu, and cleaned up the code allowing messages to display.
The sections of the bindings menu are now collapsible and start out collapsed.
The message dialog's close icon is now displayed as a "minimize" icon when messages are assigned to a quadrant.
You can now craft snowmen with wooden poles or branches. (Thanks Ashery!)
Decreased the footprint/size of action menus slightly.
Added an animation to multiplayer servers being shown.
Reduced size of "Reached max backup limit" dedicated server messages.
Merchants will now move when players idle while facing them, giving players a chance to escape situations where a merchant might block them in if they traded with them.
Improved reliability of the multiplayer "Run Connection Tests" button.
Tweaked the look of disabled elements when UI opacity is disabled.
Added better item cloning/syncing for dug up crafted tiles and flooring. (Thanks Ashery!)
"Collect Object with Hands" is now named "Pickup Doodad". Badderlocks and piles of rocks are now gathered normally instead of needing to "collect" them.
Improved the graphics for wooden gates, especially when opened so that they are more apparent that they are open.
Increased performance of the main menu & load game menu when many large saves exist.
Balance
Merchant NPCs will no longer spawn completely randomly when a new island is generated but rather can spawn near abandoned houses and other pre-generated templates (in addition to player-built bases).
Increased the spawn cap of merchant NPCs and is based on the number of buildings (walls/floors) are constructed on an island.
Giant rats and spiders no longer spawn at 0 reputation (at the start) on coastal islands.
Aberrant creatures will no longer spawn at neutral (0) reputation, meaning they won't spawn on world generation with default reputation settings.
Increased amount of guaranteed items that are in treasure map treasure chests.
Sharks will no longer be aggressive towards players that are not in water.
Lit doodads (campfires, furnaces, etc.) and fires can now produce hotter temperatures (depending on their fire stage/level of stoking). (Thanks Anketam!)
Found/looted items will no longer be guaranteed to disassemble to their exact quality; however, rarely, they can surpass its quality.
You can now swim to other islands without a boat once reaching 80% swimming skill.
Friendly merchants will no longer walk over plants that can be trampled.
Re-balanced many weapon/tool gathering capabilities with the new "Chop" and "Mine" properties applied. There will be a bigger gap between the two depending on the weapon/tool. Many weapons will perform worse as tools now as a result.
Scales and animal hides no longer count as "fabric". Other fabric types and sources now drop and are found more commonly to compensate for this.
There is now a chance of dismantling items into one higher quality, but also a greater chance of producing lower qualities as a trade-off.
Tweaked resource gathering item quality slightly so that quality items drop a bit more frequently at lower skill/tool tier levels especially for resources that have an increased quality.
Increased the extra durability given with the "Crafter" milestone modifier. Durability is now doubled (up from 1.4).
You can no longer gain multiple skill points (decreasing reputation each time) per single chop/mine/gather action.
Chop and Mining (previously gather) actions reputation loss will now be affected by tool's action tiers.
Magical reputation properties will no longer get rerolled between benignity/malignity when transmogrified (this is reserved for "altering").
Iron has been made slightly rarer, while limestone has been made a bit more common on ice cap islands.
Certain plants have been removed from the "Arid" islands types and moved to the new "Volcanic" island type.
Lava has been made rarer in coastal and arid island types.
Cotton bolls will now dismantle into cotton and cotton seeds.
Lockpicks can now be crafted directly from cactus spines instead of having to craft a cactus needle first.
Increased the time you can be without seeing a merchant NPC before it has a chance to wander away.
Increased weight bonus granted from boats' paddle action tier by 2.5x.
Boats' paddle action tiers no longer decrease the stamina reduction of carrying too much weight while sailing.
Reduced hot and cold insulation on scale armor.
Lockpicks now require two needle-like (or spines) to craft (up from 1).
Bug Fixes
Fixed recipes not being discovered properly from adjacent containers.
Fixed merchant NPCs able to be spawned inside blocked doodads like walls.
Fixed shutting down multiplayer games sometimes showing "Lost connection" errors instead of "Server shutdown".
Fixed the tooltip describing why you're unable to join a multiplayer server only showing when you're not hovering the server's metadata.
Fixed many actions being performed when they shouldn't have been able to (without any visual feedback and sometimes passing turns) in multiplayer games.
Fixed a few WebGL memory leaks.
Fixed occasional errors when joining games from the multiplayer menu.
Fixed a rare multiplayer desync that could occur when players were joining a server.
Fixed exploits related to crafted tiles and flooring. (Thanks Ashery!)
Fixed multiplayer desyncs related to updating options.
Fixed the mercantile note not triggering for all instances of starting trades. (Thanks Ashery!)
Fixed miscellaneous UI data sometimes not being synced to the server in multiplayer games, based on update order.
Fixed some quickslot bugs when loading very old saves.
Fixed containers within chests getting extra reduced weight. (Thanks riftborn!)
Fixed an issue where large, contiguous regions of temperature producers could cause a stack overflow.
Fixed some buttons with only an icon no longer having a background.
Fixed instances where certain items were spawning on merchants in the wrong island type.
Fixed status effects not updating immediately when moving between cave and overworld
Fixed status effects not updating when teleporting.
Fixed rare multiplayer desyncs related to random map templates.
Fixed the craft action not having a tooltip when inspected.
Potentially fixed exporting large save games freezing the game indefinitely.
Fixed errors loading certain saves for games created on version 2.5.7 or lower.
Fixed a brief menu flash when exiting a game or canceling out of the pause menu.
Fixed featherweight not being applied properly to inherited items. (Thanks Ashery!)
Fixed the messages dialog's scrollbar being too far over in small UI scales.
Fixed the island at -1,0 always having the same seed as 0,0. (Thanks riftborn!)
Fixed doodads/tile events being converted to the wrong doodads/tile events when upgrading older saves.
Fixed dropdown-based settings getting reverted when going back into custom game settings after accepting them.
Fixed resetting unlocked crafting recipes not working.
Fixed allowing protected items when copying maps. (Thanks riftborn!)
Fixed an issue with the raft animation.
Technical
Migrated to ISteamNetworkingMessages for Steam Multiplayer
Improved performance of moving/dropping items to/from containers and general performance of having containers/inventory opened. (Thanks riftborn!)
Improved performance of crafting and dismantling items.
Fixed various memory leaks throughout the game.
Reduced the Wayward directory and download size by 60%.
The old hook system has been removed in favor of events. Additional event buses have been added to assist in adoption.
Gameplay modifiers have been re-coded so that there can be separate instances for each island.
Synced particle effect simulation with game tick rate.
Added an option to enable save compression, which can reduce save sizes by up to 80%.
Reduced size of large games by up to 50%.
Saving and loading large games is now faster.
Tile rendering has been optimized to render only what is in view, leading to increased performance and faster loading.
Upgraded Wayward to Electron 16.05.
Increased speed of joining multiplayer games by always sending clients a compressed save.
Added a +syncChecks dedicated server argument.
Fixed wayward.cmd file to make running wayward commands easier not being in the "wayward/bin" directory.
The loading screen UI and the code that queues it are now separated, along with prompt UI and the code that queues up prompts for the user.
Added a warning when attempting to launch newer development branch games on older build time as it can lead to corruption.
Removed the "limitFPS" launch option as it no longer can function.
Updated UI frameworks.
Modding
Mods can now configure the order of custom menu bar buttons, placing them anywhere within the vanilla menu bar button order, or even not showing them at all by default.
Added support for modding in new UI quadrant components.
Welcome to the 10th Wayward Newsletter where we will be focusing on previews of some of the features coming up in the next major release, beta 2.11, codenamed "Island Hopper" due to one specific feature, island maps!
Island (World) Map
There is a new "islands" dialog, unlocked when obtaining a sea-worthy vessel, which allows you to travel or inspect nearby islands. One of the biggest features of this release is this new interface and functionality. This is essentially a world map of all the different islands you have explored and are waiting to be explored.
Another addition that works amazing with this new system is that several islands can now be loaded at a time, allowing for quicker travel and allowing players in multiplayer games to be on different islands from each other. This is a game-changer if you ever found yourself stranded when logging back on because other people traveled without you.
The range of travel is based on your (new) seafaring skill.
Volcanic Island
Going along with the theme of traveling and seafaring is the new volcanic island. As with all different island types, there are several unique creatures, plants, and features to this island type.
One of those is the new creatures is the hardy pangolin. So hardy in fact that you can make a new set of armor from its unique "armored" scales.
Improved Quickslots & Action System
It wouldn't be a major update without some quality of life and UI improvements. That's where these new quickslot/action systems come into play. Here are a couple of entries from the changelog regarding this:
Added ability to assign action menu actions to the quickslot bar.
Added the ability to assign quickslots with tool-based actions (similar to "Carve with Tool" previously from the action menu). Alternatively, you can perform actions here by opening a new menu as well with "Shift + Q or Shift + Right Click".
This is still a work-in-progress (as with everything you see here). With this new system, you should be able to do every action with a single keypress instead of two or three in many cases. You also can now move the quickslot container around to any corner/edge of the screen like all the other UI elements. We also threw a few more quickslots in for good measure. Here's a video showcasing some of this:
Relic Quality
Relic quality items are very rare drops from treasure chests and aberrant creatures. They have the potential to have more magical properties than even mastercrafted items, but they start with low durability. You'll have to practice the three R's to get an amazing item: reinforce, repair, and refine! Happy hunting!
Merchant Villages
Merchant NPCs also got an overhaul! They will no longer spawn completely randomly when a new island is generated, but rather can spawn near abandoned houses and other pre-generated templates (in addition to player-built bases). They will spawn and restock based on the number of buildings (walls/floors) constructed on an island, and will decrease in odds the further out you are from your starting island, meaning you can indeed now create merchant villages utilizing these new systems.
Vote on New Features!
This newsletter just teases just a few of the changes coming up. Stay tuned for more! As always, check out the feature voting page to vote on upcoming features, now with a "sort by new" feature added in:
After a long pause on the development branch, as of this week, these changes and more are also now available right now in the development branch if you don't mind being a guinea pig while we continue working on it and pushing out changes nightly. More information on how to switch branches linked here:
Well, it looks like 2.10.x had another release in it after all. We might continue with this new workflow as we work on the next major in tandem with these smaller, minor releases going forward. This minor patch mostly consists of bug fixes and other small improvements to the game. Enjoy! More news on beta 2.11 coming soon (in the form of a newsletter).
Bonus Tip: Find yourself doing repetitive crafting and dismantling of the same item? Why not quickslot it and set the default action to "Craft" or "Dismantle"?
Improvements
Lit doodads will now be put out if the tile it is on turns into shallow water. (Thanks Matthew Cline!)
Increased the distance between the draggable dialog anchor and the scrollbar in the messages dialog, to match the other dialogs.
Wayward now disables high contrast and inverted color modes from Windows being applied in-game.
Balance
You can no longer start fires on/in doodads on shallow water. (Thanks Matthew Cline!)
Bug Fixes
Fixed items in containers that are protected from being automatically quickslotted. (Thanks Benzi!)
Fixed skill milestones overwriting each other. (Thanks Anketam!)
Fixed an issue where stat bonuses (from milestone modifiers and magical items) were introducing incorrect values in some situations.
Fixed magical aspect rerolling magical sub-properties (this was meant for magical binding only).
Fixed an error when canceling rest with the cancel bind (or escape by default). (Thanks Matthew Cline!)
Fixed the riddle button appearing for drawn maps that don't have riddles.
Fixed treasure map copies not displaying the riddle. (Thanks riftborn!)
Fixed instances of doubled-up and erroneous sound effects happening while the "Keep Sort Active" option was enabled.
Fixed an action menu pop-up when changing directions while an item menu was up. (Thanks Ratha Wynter!)
Fixed interrupts staying up after dying. (Thanks WinterBearPark!)
Fixed the mapping dialog showing the wrong option selected for the theme.
Fixed quickslots/equipment UI not being highlighted in the Starter Quest.
Fixed UI being positioned differently when UI effects were disabled.
Fixed scrolling elements no longer fading out on the top and bottom.
Fixed item requirements for copying maps not updating when moving items from a container. (Thanks riftborn!)
Fixed cases where item dragged would stay in that mode after performing certain actions like dropping. (Thanks riftborn!)
Fixed the dismantling tab attempting to use protected items from chests. (Thanks Benzi!)
Fixed "Reload Game" not working under "Developer Tools" in the options menu. (Thanks Tek!)
Fixed the wrong quality shown in messages when drawing/copying maps.
Fixed pouring water on yourself without medical reasons increasing your anatomy skill.
Fixed reinforcing items (while facing them) not cycling through items. (Thanks Shirow!)
Fixed overfished tiles not being able to be replenished and creatures not spawning from dropping food in water. (Thanks riftborn!)
Fixed running sync commands not switching between minimum/all.
Technical
Upgraded Wayward to use Electron 15.1.0.
Added a button to clear the cache of generated sprites.
Modding
Doors and gates are now fully moddable. (Thanks Tek!)