Beta 2.8.1 Released

Welcome to beta 2.8.1, the not so minor, minor patch. Luckily, in the last major release, we didn’t have many major issues to sort out, allowing us to focus on adding more content and smoothing out some important areas of the game for this release.

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

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

Read more…

Wayward Beta 2.8 “Odds & Ends” Released

Wayward Beta 2.8

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

This release we focused on many improvements and a new unlockable system for added replayability. There’s not really a theme here to speak of, hence the naming of “odds & ends”. Some of the stand-out additions include:

  • Introducing “Milestone Modifiers”, a new form of unlockables. Toggle-able modifiers are granted upon the completion of milestones (in-game achievements).
  • Added a new “refinement” mechanic to reduce item weight at the cost of durability using special refinement tools.
  • Three new creatures added, one with a unique mechanic and use in the late-game. SECRETS!
  • Stills will no longer require containers when crafting. You will now be able to attach/detach the container (with added visuals) to the still and gather water or drink from directly.
  • Added scale armor, crafted from reptile skin using the leatherworking skill.
  • Over 30 new items and crafts added with three new legendary properties.

The preview video shows a few more notable features:

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

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

On with the mega changelog:

Read more…

Beta 2.8 Status Update

Hey all,

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

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

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

On to the new reveals for beta 2.8:

Milestone Modifiers

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


Colored Lighting

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

Lighting Preview


Sandstone and Rock Ground

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

Ground Preview

Ground Preview

Ground Preview

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

Stay tuned!

Happy (Late) Wayward Day!

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

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

Feature Voting

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

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

Feature Voting Page

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

Water Still Changes

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

Water Still Preview

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

Water Still Actions

Item Refinement and Weight Bonuses

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

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

Refinement Examples

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

Maximizing Weight & Durability

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

Durability from Weight Bonus

Scale Armor

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

Scale Armor Set

Scale Armor

These features and more are of course available to test and try out on the development branch. You can find more information on how to do this here: https://steamcommunity.com/sharedfiles/filedetails/?id=721479594

Stay tuned for more reveals and updates!

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.