A Step Backwards (April Fools’)

The following is an April Fools’ announcement.

Hello all,

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

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

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

A Step Backwards

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

Stay tuned for more (real) updates!

Beta 2.7.4 Released

Beta 2.7.4

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

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

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

Some other stand-out changes include:

  • Added custom game modifiers for individually disabling certain creatures and/or aberrant spawns.
  • Different types of chests and containers now have different preservation levels for decaying items inside.
  • Player movement and actions will begin to slow as stamina decreases past 15 stamina for visual feedback before exhaustion damage occurs.
  • You can now sort items by “best for crafting requirements” or “best for crafting consumables”.
  • Item pick-ups no longer delay movement based on the amount of items picked up. Item notifications are now sped up to match the amount.
  • Improved scared creature AI so they will attempt to move away from attacking players on occasion and pathfind more intelligently.

You can take a look at some of the preview media for this update shared in the last update post.

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

New

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

Improvements

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

Bug Fixes

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

Balance

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

Modding

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

Mods

Debug Tools

  • Fixed desyncs when using the kill action on players.

Technical

  • Performance improvements when loading games.

Spanish please…

Beta 2.7.4 Preview

Hey all,

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

The following is a preview of what to expect so far. You can try all of these changes for yourself by using the development branch. More on how to do that here: https://steamcommunity.com/sharedfiles/filedetails/?id=721479594

As always, please let us know if you have any suggestions or issues with the upcoming changes. If you want to suggest future additions and improvements, please check out our beta 2.8 wishlist here: https://steamcommunity.com/app/379210/discussions/0/3300476731146746052/

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

Added Crafting Depth

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

Added Crafting Depth

Read more…

Wayward Soundtracks Released

Greetings all,

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

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

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

Wayward Soundtrack: Volume Alpha

Wayward Soundtrack: Volume Alpha

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

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

Wayward Soundtrack: Volume Beta

Wayward Soundtrack: Volume Beta

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

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

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

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

Beta 2.7.3 Released

Welcome to beta 2.7.3! The not so minor, minor release!

We have hopefully wrapped up the majority of the bugs and issues brought forward with 2.7. But more important may be the balance changes and UI improvements in this release.

Our intention with the plant and gardening changes was to create a bit of risk and with the reward of producing large crops, but also to further the watering mechanic which was tedious with little benefit previously. We have had a lot of feedback on that as soon as you produced crops, there was no worry about food. This should adjust that sentiment, at least slightly for now. It was important to introduce something for this that was completely optional. You can plant and gather from your crops just like before, but if you want to continue to sustain life in the same crops, you must tend to them a bit more.

Another common complaint was the usefulness of copper. While the original intention was to create a resource that wasn’t necessarily as good iron for the sake of variety and training your skills, it fell short as many players simply skipped the resource entirely in favor of iron. So, now with the previous changes of repairing copper items not requiring fire, differing resistances/vulnerabilities, combined with the changes in this patch (reduced weight and reduced crafting resources), we hope that it can now fill some more niches.

We possibly need to stagger the release of beta 2.8 a bit, so there will likely be another large-ish patch for the 2.7.x series to look forward to.

Please read below for all the details on the other changes.

New

  • Added new options for messages, allowing you to configure the log length, whether buttons are visible in the chat row, and whether timestamps should be rendered.
  • Added ability for dedicated servers to be private.
  • Added an option to disable note pinning to the notes dialog.
  • Added an invite game button within the “Multiplayer” menu that will open the Steam friends overlay.
  • Added five additional dedicated server command line arguments: +pvp, +private, +maxPlayers, +turnMode, and +new.

Improvements

  • Traps will now notify all nearby players of trap misses and reward skill points to the trap owners if they are in view.
  • Watering plants will now increase their health/durability.
  • The gardening skill now provides a bonus reduction of plant and mushroom growth time when watering them.
  • The game’s bindings have been moved to a new “Bindings Menu” accessible from the options menu.
  • The “World” menu and button has been split up into “Modes” and “Multiplayer”.
  • Creatures will now only de-spawn on your current Z level (preventing cave creatures from de-spawning before making your way down there).
  • The focus will no longer be removed from the chat on “enter”, and “cancel” (esc) no longer pauses the game when the chat is focused.
  • The terrain quality is now shown in tooltips.
  • The “Diagonal Movement” option is now named “Alternating Direction Movement”.
  • Item tooltips will now match world tooltip styles in regards to item quality.
  • Renamed legendary items will no longer include their flavorful suffixes.
  • Improved the appearance of icons and many other components in small UI scales.
  • You can now rename games in challenge mode for multiplayer servers.
  • Improved the readability and UX of stat multipliers.
  • Increased difference in color between skill increases and remarkable items.

Balance

  • Copper ore now weighs less (on average) than iron ore, reducing the weight of all copper-crafted items.

Copper ore now weighs less (on average) than iron ore, reducing the weight of all copper-crafted items

  • Copper smelting no longer requires carbon powder.
  • Metal chests now require 15 ingots (down from 20).
  • Tweaked the nighttime creature spawning in between -4000 to 4000 reputation so that only easier hostile creatures will spawn.
  • Decreased reputation gain when planting seeds, but increased reputation when watering.
  • Increased chance of digging up resources/items for most types of terrain/flooring.
  • Removed the ability for smaller fruits to produce seeds after eating them (like for raspberries, cucumbers, etc.). They can still be dismantled to produce seeds.
  • Reduced the effectiveness of resting (over sleeping) for stamina regeneration.
  • Resting will no longer provide increased healing benefits (only sleeping will produce such effects).
  • Growing plants on fertile soil will no longer add their full fertility potential on each growth stage.
  • Watering plants with seawater will now harm plants.
  • Harvesting and gathering will now damage plants rarely based on skill.
  • Regenerative effects of plants has been reduced.
  • Decreased lock picking success chance slightly.
  • Dough will now decay. (Thanks Arnkh!)

Bug Fixes

  • Fixed the “Welcome” quest not showing up as pinned on a new game start.
  • Fixed hitched tamed creatures moving positions when moved into. (Thanks Lovefield!)
  • Fixed the Operator and Hunter milestones not being achievable. (Thanks Oragepoilu!)
  • Fixed merchants not starting with any inventory when travelling to new islands.
  • Fixed tooltips not updating when turns pass.
  • Fixed an issue where sharks could still spawn within fresh water. (Thanks Arnkh!)
  • Fixed hitched creatures not dropping items or consuming offered items on the ground among other issues. (Thanks Ygdrad!)
  • Fixed thrown items erroneously taking 2 points of damage.
  • Fixed movement not stopping when cancelling out of walk to tile. (Thanks Arnkh!)
  • Fixed difficulty icons overlapping on small UI scales. (Thanks Amax!)
  • Fixed bind translations not updating when switching languages.
  • Fixed the messages dialog not closing when moving it to a quadrant.
  • Fixed the join by game code menu not remembering the last game code joined.
  • Fixed some in-game things only being translated after changing the language in-game.
  • Fixed mouse moving causing “janky” movement when pointing at certain angles when diagonal movement was disabled.
  • Fixed tooltips sometimes not working after a loading interrupt.
  • Fixed disabled character slots from unhiding when loading the game.
  • Fixed a hard lock in the death menu when killed while resting, sleeping, renaming, or confirming.
  • The save slots no longer re-order visibly upon opening the load game menu.
  • Fixed menu tooltips appearing in the corner for a split second.
  • Fixed a broken install date showing for local mods.
  • Fixed changing your workshop mod subscriptions while on the mods menu not refreshing the list.
  • Fixed interrupts not being dismissed when disconnecting from a server.
  • Fixed some issues with wording and requirements within the Starter Quest. (Thanks Azazel!)
  • Fixed an oversight that didn’t produce item durability warnings when using ranged weapons. (Thanks GauHelldragon!)
  • Fixed several grammar issues. (Thanks Arnkh!)
  • Fixed milestones messages being displayed incorrectly on occasion.
  • Fixed English rules being included in other languages (Thanks fenymak!).
  • Fixed the item qualities note failing to be translated. (Thanks Lovefield!)
  • Fixed disabling a mod that provides the currently selected language not deselecting the language.

Modding

  • Fixed changing the mod list between saves causing Registry().get() properties to reference the wrong registrations.
  • Fixed mods with registrations that require each other freezing the game (Thanks Lovefield!).
  • Custom stylesheets are now loaded by path, allowing the sheet to reference resources from within the mod directory more easily.
  • Creatures, doodads, and tile events are no longer required to have descriptions.
  • Added the OnGetTranslation hook for mods to manipulate translations post-interpolation.
  • Command names are now translateable.

Mods

OwO Whats This

  • A silly new language mod.

Challenge Server

  • A new mod for those hosting dedicated servers which automatically runs challenge mode games.

Debug Tools

  • Fixed the dialog not toggling the tab drawer correctly on open.

Beta 2.7.2 Released

Hello all,

Here’s another patch to continue improving the beta 2.7.x series. We’ve identified some issues with multiplayer over the last few days and have corrected some connection bugs as well as done some balancing. More to come soon!

Hope everybody enjoyed/is enjoying their holidays!

Improvements

  • Players will no longer connect to games fully when connecting without the proper mods enabled.
  • Plants that have its main resource as a gatherable will now mention that when revealing that it is ready to harvest.
  • Plants that can not be harvested will now reveal which stage is the most ideal to gather.

Bug Fixes

  • Corrected an issue server side that prevented users from joining games using WebRTC (default mode).
  • Fixed mod save data not actually saving & sometimes persisting to the next loaded world.
  • Fixed walk to tile failing in high latency situations.
  • Prevented double clicking the continue game button corrupting the game. (Thanks Lovefield!)
  • Fixed being unable to use actions in rare cases during multiplayer games.
  • Fixed the Steam overlay rendering fully white in windowed mode until a window resize happened.
  • Fixed the player’s head being offset when sleeping in a bedroll.
  • Fixed an issue where players with no reputation would cause creature spawning issues and display incorrectly when viewed within Discord.
  • Dying by drinking water directly from the ground will no longer log that you drank from a waterskin.
  • Fixed field of view changes to transition properly when turns were passed by other players.
  • Fixed a translation issue that caused errors with links to not display properly.

New

  • Added a new note for treasure maps/hunting.

Balance

  • Reduced weight range of lightening legendaries.
  • Creature spawn rate will now be increased based on connected players and quest requirements in challenge mode.

Modding

  • Tags are now updated when publishing new versions of mods.
  • game.updateView and game.updateRender now require a source argument. Mods should pass in RenderSource.Mod for it.
  • Fixed inspection type registration when the handler function was passed directly.

Mods

TARS

  • Improved well building logic.
  • Fixed not idling to pass turns in simulated turn mode.

Beta 2.7.1 Released

Here’s a quick follow-up patch to our release yesterday. While there’s several more issues and improvements we are working on, these should serve as a start of what is to come over the next few weeks.

We wanted to get this out as soon as possible due to the strength bug. It seems like most of you are “enjoying” this bug a little too much! If you want to change your strength back to a reasonable value, please try out Debug Tools where you can open a player inspect panel (by default ALT+P) and set a strength value at the bottom of the dialog. As mentioned in the release notes below, this bug caused players to gain 25 extra points of strength on each strength increase. Knowing this, you should be able to figure out how much to deduct from your total if you want to.

Alternatively, you can modify this stat directly using our console guide and modifying: `localPlayer.stats.Strength.value`.

Improvements

  • Improved performance across several aspects of the game including adjacent container crafting.
  • Servers with a different build than the client in the server list will no longer be displayed (servers running development branch shouldn’t show up for everyone).
  • Character heads no longer incorrectly shift in position when facing south or north.

Bug Fixes

  • Fixed strength increasing by 26 each time “you felt your strength increasing”. (Thanks Arnkh!)
  • Fixed the screen from being black for a couple seconds after joining a multiplayer game.
  • Fixed a rare desync in challenge mode when a creature is spawned after a player has completed a tame/kill creature requirement.
  • Fixed the “Health Issues” note not always showing the correct items in multiplayer games.
  • Fixed the tops of heads clipping through doors and trees.
  • Fixed the stranded note sometimes showing up for everyone when another player joins the game.
  • Fixed bald hair styles from clipping over tall doodads. (Thanks Amax!)
  • Fixed a desync caused by trying to plant seeds into tilled ground that spawned in abandoned gardens.
  • Fixed “return to title” confirmation text in multiplayer, challenge mode, and when the player is a ghost. Also fixed text on death & win in the same cases.
  • Fixed player death messages not appearing to everyone in multiplayer.
  • Removed a rogue “A” prefix in the repair/reinforce/transmogrify item menu actions. (Thanks Tkenny123!)
  • Fixed the UI being shifted down when the game isn’t paused.

Mods

TARS

  • Added the ability to craft and build wells.
  • Fixed trying to plant seeds on the wrong type of terrain.
  • Fixed trying to gather from a water still while it was full of ash.

Wayward Beta 2.7 “Deserted Trials” Released

Beta 2.7 Released

While most of our players are “enjoying” the cold, Wayward is about to get hot, especially with its revamped desert biome, two new modes of play, and a new set of songs, composed by Austin Dhillon.

After a long year of work on Wayward and releasing two of the most requested features by the players (that being multiplayer and NPCs), we decided to take a step back and work on something less requested, but just as important: replayability.

We are introducing two new modes of play:

Custom Mode

Pick and choose modifiers to customize your Wayward experience. You can significantly change the difficulty and feel of the game using different combinations of options.

Challenge Mode

Previously called “Daily Challenge”, this difficult mode now has randomly generated modifiers and quests intended for quick playthroughs and races with friends.


With these new modes, the breadth of options at your disposal should allow you to play Wayward the way you see fit.

Another part of that replayability aspect is multiplayer. It was hard and tedious to get a group together to play. We have introduced a brand-new server browser that will allow you to not only find your friend’s games easier but will also allow you to find new friends by joining their public games. Additionally, you can now simply copy a code within the “World” menu and share it with anybody you want to join your game. You no longer must rely on Steam to facilitate multiplayer. Speaking of which, we have implemented Discord rich presence allowing Discord to share what you are doing within Wayward but also enables you to invite others to your game. Other Discord members can even ask to join your game as well.

Along with the replayability theme, we also added a ton of new content including three new creatures, three new plants, and tons of items featured primarily in the desert biome.

A few other stand-out additions include:

  • Added hitching posts, an item and doodad that will allow players to tether creatures, a contest winning idea submitted by Xechorizo.
  • Added wells that can be built to collect and store fresh, unpurified water. This idea was a contest winner, submitted by Adrien S. Enzo.
  • Added metal cookware, flour, dough and hardtack as an intro into baking. Hardtack itself was a contest winner, submitted by RatElemental.

Oh ya, and how about that new music? Beta 2.7 is dropping with 9 new tracks! 9 tracks that serve as the long awaited follow up to the original tracks, composed by Austin Dhillon. These hip-hop inspired tracks range from dreamlike to dark and provide a mysterious backdrop to Wayward’s survival experience.

Typically, we would have spent another month on beta 2.7, but we are attempting to speed up our release schedule a bit. This means less substantial updates, but a bit more frequent. We also wanted to release during the holidays for most people.

Enjoy and please continue reporting issues and submitting suggestions!

Wall o’ text begins forthwith:

New

  • Added a “Custom” game mode that allows setting different game options and modifiers.
  • Challenge mode has been redesigned with unique sets of quests and custom difficulty modifiers for quick play sessions.
  • You can now see a list of all open multiplayer servers via a server browser in the Multiplayer menu.
  • 9 new music tracks, composed and produced by Austin Dhillon have been added to the game.
  • Added hitching posts, an item and doodad that will allow players to tether creatures, a contest winning idea submitted by Xechorizo.
  • Added wells that can be built to collect and store fresh, unpurified water. This idea was a contest winner, submitted by Adrien S. Enzo.
  • Added metal cookware, flour, dough and hardtack as an intro into baking. Hardtack itself was a contest winner, submitted by RatElemental.
  • Introducing the “Aloe Vera” plant. Useful for its antiseptic qualities and application to the skin to sooth burning pain.
  • Added the quick and nimble “Antelope Jackrabbit” to the reworked desert biome.
  • There are now multiple types of sand, “beach sand” and “desert sand” with unique properties in regard to plant life and creature spawning.
  • Added a new type of desert tree. Introducing the “Joshua Tree” that produces fruit and leaves suitable for cordage.
  • Added a new type of cactus for the desert. Introducing the tall and girthy, “Saguaro Cactus”.
  • Added the dangerous “Rattlesnake”, a new creature spotted in the desert biome.
  • Added a shareable game code for multiplayer games (due to new Steam privacy settings not showing “Join Game” in some cases).
  • Legendary items now have flavorful names based on what kind of legendary are.
  • Added a few new books and added a randomized book to the player’s starting inventory (based on milestone unlocks).
  • Added support for LAN. You can now connect to multiplayer games using an internal IP address.
  • Adding a new desert-dwelling creature. Introducing the “scorpion”, the arachnid known for its ominous stinger.
  • Some creatures, including the claw worm will now help grow and heal plants when moving over them and at a higher chance when tamed.
  • Scrolls and maps will no longer be consumed on use and can be shared between players. They can also be dismantled into “shredded paper” along with books.
  • Added Discord Rich Presence to Wayward, allowing players to view game details within Discord and join others in multiplayer games if they send an invite or are asked to join.
  • Added a way to export/import global save data (for debug/testing) within the options menu.
  • Implemented a GPU power preference option (to lower/raise power consumption for better battery life or performance).
  • Added support for Challenge Mode in multiplayer.
  • Added three new legendary properties.
  • Added “Playtime” support for Steam Workshop modifications. This will allow users to search mods by playtime and display if they have used individual mods in the past.
  • Added “Operator” and “Huntsman” milestones.
  • Added a “best” item sort option (for highest quality/durability, lowest weight).
  • Added a couple new garden templates that can spawn randomly on world generation.
  • Added a new note and help article for explaining item qualities.

Improvements

  • Redesigned the skill and milestone dialogs. They’re easier to read, cause less lag, and you can now sort/filter them too.
  • The quality of items and doodads are now shown in their names, and in all cases they are now colored, giving additional context to messages.
  • Item piles/stacks are now limited based on item weight (rather than a max of 12 across all items).
  • The Starter Quest has been redesigned with the new questing system.
  • Players will now be notified overhead of missed attacks and zero damage hits.
  • Tooltips for tiles have been redesigned. They are now broken into “sections” for each thing on the tile, and important information is highlighted in the description.
  • Character selection is now skipped when joining a dedicated server you’ve joined before.
  • Smaller creatures will no longer trample plants.
  • NPCs will no longer become hostile from taking damage from non-player sources.
  • Players will now receive reputation loss/gain when damaging and killing other players based on their opponent’s reputation.
  • Merchants will now always keep a minimum stock of four items (excluding those taken by players).
  • Items that have no defined durability will now produce damaged item sounds and warning messages (this includes most crafting resources).
  • Tooltips for NPCs, players, high quality items, and aberrant creatures now have borders in their tooltips matching their respective colors.
  • Players will now receive reputation loss/gain from their tamed creatures attacking and/or killing other players based on the target opponent’s reputation.
  • Items that are not repairable will no longer mention they are “in need of repair”.
  • Cartography now reveals which direction the map is in with varying degrees of accuracy (based on cartography skill).
  • Added in a resting delay between each turn to allow the “Cancel” button to function more consistently.
  • Named or tamed creatures no longer “inexplicably” die.
  • There is now a separate mouse turn delay option, allowing you to set a unique value for keyboard and mouse movement delays for turning.
  • Books will now be renamed after reading them based on what they are.
  • Water creatures will no longer spawn in bodies of water that are too small when fished or baited with food items. Sea creatures will also no longer spawn in fresh water through these means.
  • The appearance of tattered maps has been tweaked and positional information will now display in the map dialog.
  • You can no longer set down flooring over top of fires and other tile events.
  • Improved the screen animation when dying with respawning enabled.
  • Slither suckers will now adapt to the tiles they are placed down on instead of being dropped as an item or not at all if they could not naturally move on the tiles surrounding the player.
  • Added a new untradable item grouping for some items that will no longer be bought/sold by merchants.
  • Black powder use with weapons will no longer require a full item each use, but rather use its durability as “charges”.
  • You can no longer fish up badderlocks (seaweed) from fresh water sources.
  • Multiplayer options are now saved with worlds. Loading a game that was last open to multiplayer will ask if you want to load it as multiplayer again.
  • The “insect” item category is now referred to as “bait”.
  • Importing a save game now only displays JSON files (the file extension Wayward uses for saves) by default.
  • Improved performance of dropping many items into deep water.
  • Spiders no longer bleed red blood. Wat.
  • Items and corpses in lists, such as those that would appear in messages or tooltips, are now sorted by item quantity.
  • Sleeping or resting with a lit torch will extinguish it or cause fires around the player.
  • Cooked insect meat is no longer considered an “insect”.
  • Stamina regenerated during sleep and rest is now scaled based on maximum dexterity/stamina.
  • Increased the visually differences between wooden spears and wooden poles.
  • Improved dialog scroll controls by increasing their width and reducing resizing anchor sizes (as they could expand over scrollbars previously).
  • Tweaked the “exceptional” purple color to be more readable when used for text.
  • Added in an option to enable/disable protected crafting items to apply to items inside protected containers. (Thanks Stungun!)
  • Built legendary illumination torches will now produce their legendary effects.
  • Music tracks are now dynamically chosen and weighted based on the player’s current situation in-game. This feature can be disabled in the options.
  • New UI dialogs now remember their locations/sizes the last time they were moved/resized, so that if the screen scale changes, when the screen scale returns they return to their saved positions.

Bug Fixes

  • Fixed world tooltips from rapidly flashing on/off if hovering over an object while using an item/performing actions. (Thanks Monkeys!)
  • Fixed facing directions not working in multiplayer games (for clients).
  • Fixed a bug that did not save legendary properties on doodads when placed and picked back up.
  • Prevented movement/scrolling speed from affecting creature movement speed.
  • Fixed an issue joining servers with very large worlds (larger than 40MB).
  • Fixed weapons using black powder even when you did not have any ammunition available.
  • Fixed some walk to tile issues when near or on the world’s edge. (Thanks Arnkh!)
  • Disabled pausing the game during the death animation.
  • Fixed a visual glitch when lava appeared near rock/mountain faces producing a colored border until the save was reloaded.
  • Tweaked the rendering order of some in-game graphics so certain objects will not pop in/over the character any longer.
  • Fixed legendary containers from being re-rolled on use. (Thanks DanekJovax!)
  • Copal resin is now considered a “powder”. (Thanks Arnkh!)
  • Fixed bind names (bindPress) not being able to be translated.
  • Fixed a bug where walking into a trap door spider with attacking (left/right hands) disabled would not reveal it.
  • Fixed a bug where traps would not revert back to the correct item properties (leading to randomized weight, unmodified names, etc.) when being set off.
  • Fixed an issue where anchor and control elements for new dialogs would be offset with small resolutions.
  • Fixed errors when loading a save with an unknown note (from a disabled mod).
  • Fixed a bug that passed a turn when attempting to decode a map that was not of the current world.
  • Fixed a disassembly exploit where it would be possible to always return one item even if the recipe only used one item, allowing infinite repeated crafting/disassembly. (Thanks Dez!)
  • Fixed being able to craft stone arrowheads and other stone tools with obsidian. (Thanks Arnkh!)
  • Fixed the “Menu Cancel” bind not working to go back from some menus, like the Options menu.
  • Fixed a rare issue where corpses could be displayed in the wrong graphic.
  • Fixed hooks not registering correctly if another hook had been registered to the same priority but was deregistered.
  • Fixed soil being duplicated and then dropped when digging up caves repeatedly. (Thanks Xech!)
  • Legendary items that had a reduced weight will no longer update to new weights (when changed) that would lead to 0 or negative weight items.
  • Fixed some mods staying partially enabled when connecting to a non-modded multiplayer server.
  • Fixed an oversight that caused reduced effectiveness of offering items to creatures to increase the maximum happiness level.
  • Ghost movement in simulated turns mode no longer passes turns for living players.
  • Fixed a bug that caused NewUI save data to be synced to clients in multiplayer. The fix for this may require players to reorganize their dialog/UI positions. Apologies!
  • Fixed the “Encumbered” note causing errors if you had less than 3 unique items in your inventory.
  • Fixed some options appearing cropped when not using the pixel font. (Thanks Dolphin!)
  • Fixed many spelling misteaks.
  • Fixed the “New Game” menu showing an incorrect save name and not letting you play the Challenge mode when at the maximum amount of save slots.
  • Fixed “enter” not causing a sound in interrupts when choosing “yes” or confirming.
  • Fixed the “open server” check button in the world menu defaulting the server to real-time mode rather than simulated turns.
  • The paused icon in real-time mode & multiplayer is now clickable, and the game no longer automatically unpauses when the host closes an interrupt.

Balance

  • Some creatures will now have a chance to skip movement for a turn (with the chance being different for each creature) but all creatures will now have a lower chance to become uninterested. Affected creatures will generally have a higher attack now.
  • Fishing rods no longer require bait when crafted but casting to catch fish will now use bait to attract them to your hook or net.
  • Increased the stamina received from drinking and eating most types of food.
  • Creatures that may spawn from dropping food into water, fishing, or gathering treasure will no longer move or attack after spawning.
  • Aberrant corpses will now increase reputation if the creature was normally non-hostile.
  • Added a spawning cap to merchant NPCs.
  • The taming quest within the Starter Quest has been moved further down the line.
  • Tactics will now raise when using throwing or marksmanship as a combat skill on successful hits.
  • Books now have a higher chance to be a “special” book.
  • Glass flasks are now less durable, require more ingredients and are harder to craft.
  • Creatures will now trample plants when attacking from a tile that has a plant.

Modding

  • All mod registrations are now done via a new suite of @Register decorators. Check out the modding guide or the Troposphere modification to learn how it’s done!
  • Mods can now add their own sections to tile tooltips/inspections, with @Register.inspectionType.
  • Added support for adding Workshop tags for modifications via mod.json.
  • Mods can now register custom ItemTypeGroups, for use in recipes or item sorting.

Mods

TARS

  • Improved base building logic. Bases should now be built in better locations.
  • Fixed attempting to gather from tiles with other players on it.

Debug Tools

  • Fixed fog and lighting options being global instead of per-player.
  • Fixed the FOV/FOW not returning after healing from death.
  • Noclipping movement is no longer delayed when overweight.
  • Fixed “walk to tile” path not being reset when teleporting.
  • You can now teleport on top of impassable doodads and terrain when noclip is enabled.
  • Added the ability to set plant growth stages.

Technical

  • Added a new “questing” system; the system that is used for Challenge Mode quests. It comes with mod support, so mods can provide their own quests (modders: see Starter Quest to learn how it’s done).
  • Updated Wayward to use Electron 3.0.12.
  • The actions system has been rewritten in order to more strongly type action execution and provide a more robust API. Modded actions will be different as a result. See the Debug Tools or Troposphere mods for examples.
  • The language system has been rewritten to fix many longstanding issues. Pluralization rules are now handled by language-provided regular expression replacements, numbers are now translatable, and most hardcoded strings have been removed.
  • The max save size has been doubled.
  • System hardware (CPU, GPU, and memory) is now logged for easier troubleshooting.
  • Added an openGpuInfoPage launch option to allow opening GPU info page (chrome://gpu) for debugging GPU issues.
  • Updated Wayward to TypeScript 3.2.

Wayward Newsletter #6

Wayward Newsletter #6

Beta 2.6 Postmortem

Beta 2.6 turned out to be another long one in terms of bug fixes and improving the new additions we brought forth in the release. We got up to six patches before eventually moving on to the next major update.

Some things of note within the beta 2.6 release and minor patches included:

  • Added a “Simulated Turns” multiplayer mode, which allows time/turn passing as long as players are performing actions, otherwise the game will be paused.
  • The Debug Tools mod has been completed redesigned and has a brand new feature set. Shout-out to Yuudaari for this!
  • Added NPCs to the game that will spawn rarely and randomly in your world that you can barter and trade with. It was a bit too rare at the start, but we recently tweaked this a bit. Although, as it turned out, it may need some more tweaking for longer games.
  • You can now pathfind/move automatically to a tile using ctrl + left click (or middle mouse click) by default.
  • You can now use adjacent tiles with items or containers as a source for crafting ingredients and recipe discovery. This was later improved to also be used for dismantling/disassembling as well.

Almost all of these have been suggested by the community and were eventually considered high-priority additions. You can see a full overview of all of the 2.6 changes here: http://www.waywardgame.com/changelog

Beta 2.7 Plans

One of our main goals and focus for beta 2.7 will be replayability and variety. Although, we still want to prioritize what the community votes for in the game, it is important to keep an active playerbase as well. To this end, we are adding in some new features that weren’t necessarily the most popular in terms of votes, but thought would help the game sustain a healthy following as we develop. Some of these ideas include:

Server Browser

Finding people to play with is hard and laborious. To help everybody (including those that graciously hosted dedicated servers in the past), we are replacing the “Friends” menu with a server browser that will show all public multiplayer games (or ones that your friends are in).

Daily Challenge

The daily challenge mode in Wayward has never been the most engaging. It’s basically just a harder version of the game with no saving. We want to redesign this from the ground up to be a quick pick-up game with unique modifiers and goals/challenges. We envision these games to last around 30 minutes to 1 hour in length (from start to death or win).

Custom Game Mode

A great side effect of adding in custom modifiers for the daily challenge is we can add a custom game mode where players can pick and choose them for their own normal game. Things like decreasing hunger/thirst rates, disabling creature hostility, modifying reputation rates, and more.

Beta 2.7 Reveals

We don’t have a great amount to show yet as everything is still kind of sitting in a state of “half-done”, but there are a few things we can at least preview.

Tooltip Improvements

Tooltips are getting a face-lift! World tooltips are much easier to read/scan and feature expanded information.

Desert Improvements

Desert Improvements

The desert areas are about to look a lot better and feature some more unique content. We’re adding three new plants, a new desert creature, and even a new tile into the mix.

Wells

Wells Preview

Wells are coming to beta 2.7 as part of the “Item Idea Contest” that we held over the last month or so. Find more information on the contest below.

Wishlist

As always, we are offering a streamlined way to get your suggestions and ideas in for beta 2.7 as well develop it. While there are tons of things we have already added, we still have a few months of development to go before the next release.

Wishlist thread: https://steamcommunity.com/app/379210/discussions/0/3397295779072447621/

Wishlist poll: https://poll.ly/#/P0m1znKL

Item Contest Winners

Item Idea Contest

We got a ton of item submissions. Thanks for all of your ideas! Sadly, we can’t pick them all to win a place as some of the next new items to be featured in the game, but we made notes on everything submitted. So it’s possible your idea may be a future addition.

Take a look at the winners and winning items here: http://www.unlok.ca/wayward/item-idea-contest/

Steam Chat

In a weird turn of events, it looks as if Steam is getting to be a bit more like Discord, and Discord a bit more like Steam as of late. Wayward now has an official Steam Chat, although, we are unsure if this will actually take off the way our Discord did.

Steam Chat Invite: https://s.team/chat/LKlicomi

Wayward on YouTube

In the last bit of news, it looks like Wayward finally has YouTube category. Sadly, it appears to be auto-generated with no way of updating or changing any of the information. But at least content creators can now use “Wayward” as the category instead of defaulting to Minecraft or something even less relevant which was the only option in the past. If you have created some content on Wayward on YouTube, we would appreciate it if you could update the category on your videos.

Wayward category: https://www.youtube.com/channel/UCdN_GdZLMwmPKvE_sX2ab_w

Beta 2.6.6 Released

We’ve finally reached the end of the beta 2.6 series of patches. On to greater things with the commencement of beta 2.7 development! While this is normally the time for us to go silent on the news front, please make sure to follow us on social media or join our Discord server to stay up to date on all the development previews and discussion while we work on our next major update.

Much of this release improves on the mechanics of merchants and addresses some of the issues spotted from the modding changes found in the last patch with other improvements sprinkled in as per usual.

Speaking of beta 2.7, don’t forget to check out our “Item Idea Contest” here: http://www.unlok.ca/wayward/item-idea-contest/ – Three winners here will get their item idea added to the game in beta 2.7.

Improvements

  • You can now cancel out of resting.
  • More than one merchant NPC is now able to spawn per world.
  • Healing merchants will now remove their hostility against you.
  • “Carve With Tool” now provides an item break confirmation when the option is enabled.
  • You can now pour out water on to other players to soothe their burn injuries.
  • Merchants and other players (when PVP is enabled) can no longer spawn within a player’s view.
  • Merchants will now be burned when standing in fire (or lava).
  • The game will now continue to fade in even when the game is paused.
  • Messages are now displayed top-to-bottom when in an upper quadrant.

Balance

  • There is now a reputation loss or gain (instead of a guaranteed loss) when tamed creatures fight other creatures (based on if their target is hostile or not) and is applied specifically to the owner.
  • You can no longer jump over players and NPCs.

Bug Fixes

  • Fixed save errors on some hardware by reducing the amount of memory required to save the game (this will also make saving the game faster).
  • Fixed mods failing to load when joining a server, if a mod needed another mod as a dependency but the loading order was incorrect.
  • Fixed the game not quitting if it had been reloaded.
  • Fixed items not lighting on fire when dropped onto lava from a player’s death or broken container.
  • Fixed an error on opening the options menu after using the “Enable All” button in the mods menu.
  • Fixed the “Enable All” button in the mods menu not updating the mod check buttons visually.
  • Fixed a regression where the mod options button was not hiding/showing when a mod is enabled/disabled.
  • Fixed a regression where mods were not able to use this.getPath() before image paths.
  • Fixed tile changes not saving in modded world layers.
  • Fixed a regression where mods were not able to import the Mod class by name.
  • Fixed a regression where menu bar buttons registered using mod.addMenuBarButton loaded images from the wrong path.
  • Fixed responding “no” to enable/disable “required mod” interrupts not cancelling enabling/disabling the first mod.
  • Fixed errors caused by loading a save which had previously had a mod enabled with custom stats.

Modding

  • Added “inter-mod registries”, for mods to provide things to others (or not, if the target mod is not present).

Mods

Troposphere

  • Fixed taking damage as a ghost when falling from the troposphere.
  • Fixed emptying a water tile in the troposphere spawning a dirt tile in its place.

Balancing Tools

  • Now compatible with Debug Tools 2.0.

Debug Tools

  • Other players besides the host on a server now do not have permission to use Debug Tools by default (this can be changed by inspecting the player).
  • Fixed a bug that caused panels registering as hook hosts if you disabled debug tools after loading a game with it.
  • Fixed an error when closing the Debug Tools dialog.
  • Now supports other mods adding custom panels, inspection panels, and entity inspection sections.
  • Fixed adding items to inventory producing multiple items based on how many times you opened the inspect dialog.
  • Fixed items from mods loaded after Debug Tools not appearing in “Add Item to Inventory” inspection dropdowns.
  • Actions can now be used while moving.