Beta 2.0.4 Released

We’re coming at you again this weekend, hitting you with another fairly large patch. We’re nearly at “Zero Bugs™” now, and we hope to keep it that way. “Early Access®” doesn’t have to mean “Buggy Access©”, now does it?

We showed some love to Mac OS X this patch as well as added some additional modding support. We cleaned up a lot of inconsistencies as well. Like most of these patches, nearly everything came suggested/reported from the forums and community. Thanks again all!

Bugs

  • Fixed error when preserving items that can decay but have no uses (Ectoplasm).
  • Fixed weight calculations when storing items in containers in containers in containers in…
  • Increased item sprite capacity to 16384 (from 512). You should now theoretically never have hidden items/objects on screen again.
  • Fixed an issue where most Mac OS X hardware displayed Wayward darker than intended.
  • Drinking snow from the ground is now consistent with drinking unpurified water.
  • Fixed scroll wheel zoom sensitivity on Mac OS X.
  • Fixed the raft counting weight while using it.
  • Fixed the raft not passing a turn when you stopped using it.
  • Fixed a bug where gathering treasure on top of a cave entrance would show a snare graphic. Wat?
  • Fixed the alternate font not being anti-aliased on Mac OS X.

Balance

    Further refinements to skill to talent increments (many skills lowered).

Improvements

  • You can now collect chests, traps, walls, doors, and most player-made objects without hurting yourself (if you don’t use a tool).
  • Stoking Fire has been added to the Starter Quest. Other misc improvements/wording fixes in Starter Quest.
  • Normalized/balanced stoke fire values (and increased in most cases).
  • Starting fires no longer requires a fuel item. As such, the starting state of a fire is much weaker.
  • Lighting campfires, kilns, furnaces, etc. now produce only enough fire as what was provided by the tinder/kindling. You will need to stoke the fire further.
  • Torches and built torches (doodads) now function the same in terms of decay/length and burning into ash.
  • Adding “Fuel” to torches now gives decay based on their Stoke Fire value instead of a randomized amount.
  • Improved overall readability of text, quality of icons on hover, and other misc UI tweaks.
  • Replaced fonts for those with better multilingual support and readability.
  • Min/max durability now effected by disassembled item’s min/max durability. Max durability of crafted items now effected by consumed item’s min/max durability as well.

Modding/Mods

  • Added additional rendering hooks (GetAmbientColorCave, GetAmbientColorDay, GetAmbientColorNight, GetAmbientLightLevel, PostRenderWorld, PostRenderPostProces, PreRenderPostProcess).
  • Added BaseMod.getIndex and BaseMod.getPath for ease of mods to load custom assets.
  • [Developer Tools] Added a day-night slider. Dialog now automatically resizes as needed.
  • [Reincarnate] Fixed weight not resetting on death.
  • [Balancing Tools] Now locks monsters in place.

Beta 2.0.3 Released

Hey all, we’re proud to be dropping our largest “minor” patch to date. We’ve been busy taking suggestions, bug reports, and watching tons of let’s plays and streams to get some extra polish added to Wayward in preparation for a bit longer of a wait until 2.1, our first major patch for Wayward on Steam. By the looks of things, we will also be doing a 2.0.4.

We also just want to thank you all again for checking out Wayward in it’s early stages and appreciate your monetary support on Steam and giving us an extra reason to want to keep working on the project.

The full beefy changelog below:

Improvements

  • Improved overall performance of the game.
  • The Starter Quest dialog open/close state is now saved.
  • You can no longer move over a Stone Water Still.
  • “Cork” is now mentioned in the Raw Clay Jug’s description.
  • Various Starter Quest improvements for new players. More information added on locations, quickslots, customising UI, using the Actions menu, and more.
  • All references of burning/pain now are “burned” and “burn injuries”. Also fixed a grammar issue with the burned death message.
  • Updated Sail to Civilization item text as it wasn’t accurate.
  • Improved accuracy of Stripped Bark/Tree Bark descriptions.
  • Fixed a cuple typoz here and ther3.
  • Trapdoor Spiders now reveal themselves on trample.
  • Better quality application icons added.
  • Folders in the mods folder without mod.json are no longer detected as mods.
  • Miscellaneous improvements to mod publishing pipeline.
  • “Pick-up Object” is now “Collect” to add more differing verbiage for doodads. A new message has been added for collecting.
  • You can now “Gather” Objects/Doodads as well.

Bugs

  • Fixed mods not refreshing on Mac OS X.
  • Fixed an issue where the Steam Overlay would render too small.
  • Fixed being able to drop items into locked chests.
  • Fixed a bug where bag/container breaking would miss the first item in the bag to fall out.
  • Fixed issue where creature spawns were mostly concentrated to top-left or bottom-right, instead of all around.
  • Fixed full-screening the game window on Mac OS X not updating the display options setting.
  • Fixed a modding bug where worlds failed to load after removing mods with recipes.
  • Idling (using spacebar or clicking your character) will now pick-up items under you even if your Auto Pick-up is disabled.
  • Fixed where headers were cut off slightly in the Options menu.
  • Fixed various quick slot issues.
  • Fixed bug where Fire Elementals would never cause Burned status.
  • The “Bugs” hint now links to the to bugs forum on Steam.
  • Fixed an issue where middle clicking items could cause the item’s menu to freeze in place.
  • Fixed size of Wayward’s icon in Volume Mixer on Windows.
  • Fixed the default keybind button not always appearing in Options.
  • Fixed the Starter Quest dialog appearing when pressing J in item search boxes.
  • Fixed “Open Logs Folder” not actually opening logs folder.
  • Fixed “Open Mods Folder” not actually opening the mods folder.

Balance

  • Added Leather Hides to Rabbit corpses.
  • Decreased chance of spawning water creatures.
  • Creatures no longer spawn as much, and the speed/rate at which it increases to eventually has been limited further.
  • Creatures now have a higher chance to spawn a bit closer to you.
  • Added more base damage to traps (and less variable damage).
  • Increased starting creature population a bit.
  • Increased thirst and hunger rate slightly (decreased sleeping bonus for thirst/hunger rates).
  • Adjusted/increased talent rates for skills that are used to produce armor either indirectly or directly or are semi-related to combat.

New

  • Added an OnPlayerDamage mod hook.

Mods

  • Fixed Developer Tools errors after unloading mods.
  • Fixed issue when using the Nimbus while on a Raft in Troposphere.

Introducing Wayward Free

Wayward Free Cover

As many (if not all) of you know, Wayward beta 2.0 was launched on Steam last week. We’re actually already up to 2.0.2 with 2.0.3 underway. It’s been a crazy few days for us, but I’ll probably save that for another post.

Today, I just wanted to highlight the fact that Wayward as it existed before 2.0 remains available online for all to play, for free, hence the renaming to Wayward “Free”. We didn’t have the opportunity to showcase this amidst the launch of 2.0, but this free version also got an update, which is why the version number bumped up from 1.9.2 to 1.9.3.

Here’s the 1.9.2 to 1.9.3 changelog:

  • Fixed a bug that didn’t allow you to see all the hints if using “Previous Hint”.
  • Fixed a bug where repairing/reinforcing an item would not remove red durability marker.
  • Fixed all container errors possibly.
  • Removed all old references/links from hints/help.
  • Fixed an error displaying when hovering over/using Ectoplasm.
  • Fixed an issue where Bedrolls were not giving a sleeping bonus if they were in first inventory spot.
  • Fixed items not reducing in durability if they were in the first inventory spot.
  • Fixed an error if you tried to preserve on empty tile.
  • Fixed an issue where the Black Powder message was not used at all.

In comparison, check out the changes from 1.9.2 to 2.0: http://www.waywardgame.com/changelog

This free version will remain free forever, but you probably won’t see any further significant changes to it. Maybe, things here and there as needed. The source code is technically available for tinkerers and modders to play with, or even fix possible future issues.

The Wayward Mods section also will also remain to exist and be updated as needed.

Beta 2.0.2 Released

Mondays suck! Let’s help you with that, with a Wayward patch! A huge shout-out to Spacetech, who went H.A.M. on this patch.

Versions 2.0.1 and 2.0.2 have both been constructed entirely from the community and forums. A big thank you to all that contributed your suggestions, complaints, and bug reports.

With 2.0.2 we can see some new additions and balance changes along with the normal bug fixes:

Balance

  • Reduced burning damage, duration, initial burn damage, and increased chance for effect subside to water.

New

  • Added option to enable / disable mouse movement.
  • Added “Scale In / Out” buttons to options. This is useful for high DPI or 4k monitors.

Improvements

  • Burning pain is now explained a little more in the hints.
  • Hitting escape now closes the context menu first, then overlays and dialogs.
  • Fixed a typo in crafting hints.
  • Fixed some outdated information in the doodads hint.

Bugs

  • Fixed errors when moving multiple items from a container to the inventory while another container is also opened.
  • Fixed context menus appearing off-screen when near the edge of the screen.
  • Fixed chest containers staying open after carving/gathering.
  • Fixed disassembling Stone Water Stills (and potentially other items too).
  • Crafting different states of water containers no longer repair them on craft.
  • Fixed errors when building Explosive Traps.
  • Map dialogs are now closed after gathering treasure.
  • Fixed Sundials working in caves.
  • Fixed reinforcing items failing to display a message when it doesn’t find an item to reinforce.
  • Fixed ‘ghost’ items on screen after closing a container dialog while dragging.
  • Fixed some cases of ‘Open Logs Folder’ not working.
  • Doubled item batch capacity. This should fix dropped items being invisible if there are too many on screen.
  • Fixed some potential saving issues with older save files.
  • Fixed a Cooked Spider burning into a Cooked Spider (infinite fuel source).

Beta 2.0.1 Released

Happy Saturday all!

We’ve been busy getting some “day 1” patches ready for ya’ll. In no particular order:

Improvements

  • Improved wayward.log file. It now outputs the full stack-trace of errors when they arise. This will make it easier for us to debug future issues.
  • Added red highlighting if the required doodad for an item is missing in the crafting tooltip.
  • Removed weird tray icon on Mac OS X version.
  • Added additional error protection when using unknown items (due to unloaded mods/other issues).
  • Added a zoom-factor flag for those who want increased UI/font sizes. A more finalised implementation will be added in a future patch.

Bugs

  • Fixed music stopping at the end of the track list.
  • Fixed the Display Mode button showing you’re windowed when you’re actually fullscreened in the Options menu.
  • Fixed the crafting dialog appearing blank after playing subsequent games without restarting the game.
  • Fixed “Gather Treasure” not working when Tattered Maps are in player containers.
  • Fixed crafting/quickslot errors with water containers/torches when the original item is in a quickslot.
  • Fixed some bad quotes in Starter Quest quest.

More changes and fixes are coming! We wanted to get a start on the major bugs for now.

If you want to use the new zoom feature, it’s a bit technical, but here goes:

You’ll need to go in Wayward’s folder in Steam. To do this, you can right-click Wayward in your game library. Click on Properties then head to the “Local files” tab. From there you can “Browse local files”. In the folder, you’ll see a launch_options.json file. You’ll need to edit/open this with a text editor (Notepad). You will see a zoomFactor option with a “:1” beside it. Simply change that “1” to a new value, like 1.2, 1.5, or even 2 (if you are running 4k for example). Save/overwrite the file, and launch Wayward!

Again, this is just a temporary fix, we’ll be adding it to the in-game options as well.

Wayward Beta 2.0 Released!

Steam Release Banner

It’s with great pleasure that we announce the release of Wayward Beta 2.0 on Steam!

It’s been a long road (longer than we had hoped for) with many additional things we wanted to get in the game before releasing. We wanted the step from 1.9.2 to 2.0 to be significant and meaningful in comparison and we hope that we have achieved that in the minds of old and new players alike.

There’s no time for a break though! Wayward Beta 2.0 on Steam marks a new era for Wayward – one with continual and faster updates once again. There’s no plans of stopping development for Wayward, with plenty left on the todo. We hope that you come a long for the ride and never stop posting feedback!

Beta 2.0 Changelog

Modding Guide Now Available

Are you down to mod Wayward beta 2.0? We now have a written guide on how to get started available on GitHub. But you’ll have to wait until the 22nd to fully test of course! 😢

https://github.com/WaywardGame/mod-reference

We also released the source code for the full set of our internal/test/example mods (some of them already available on Steam Workshop):

https://github.com/WaywardGame/

As with most things Wayward, this is a working draft, and we will continue to improve and expand on the guide and the modding system in general. Let us know your thoughts/questions!

Special Donator Communication

Today, we have sent out a special email to all the previous Wayward donators.

I am posting this here just in case some of you have not received it. Many of the emails date back as far as 2012; I realize many of the emails may not even be active or in use any longer. If this is the case for you, please contact me as soon as possible.

contact@unlok.ca

To answer a question I get a couple times here and there: Donations for Wayward have been disabled for awhile now, and we have no plans to re-open them.

Wayward Beta 2.0 Steam Announcement

Steam Announcement Banner

The day has finally come. We can finally confirm the date for the Steam Early Access release of Wayward.

Wayward will be released on April 22nd, 2016. We have a new trailer here:

We have a new website here:
http://www.waywardgame.com/

And of course, our brand new Steam page is here:
http://store.steampowered.com/app/379210

Oh, and that Discord thing? Yep, we are doing that too now! Come hang out and chat!
https://discord.gg/wayward

Two of the questions I get asked the most is “When is Beta 2.0 coming out?” and the next one is “Is this dead? What is taking so long?”. Well, you now know the answer to the first one, and for the second, wait… that’s actually two questions. Jeez, one at a time please. It’s a bit of a long explanation. But here goes:

I (and everybody now involved) work on Wayward as a part-time hobby. Because I found a couple new guys to help me on the project, beta 2.0 has taken a lot longer than I thought. We have scrapped most of the old code. We have a brand new rendering engine (new graphics), we have a fully-featured modding system/support (through Steam Workshop), and a lot of things were re-written. This is on top of the massive changelog of other new features/changes and fixes.

New updates will not take a year+ to bring out. And because we are on Steam now, those updates will get pushed out sooner than before and make their way to everybody, automatically (well, if you have auto updates on Steam). We will also be doing a special developer branch in case you want to try brand new shiny features before everybody else. Steam Workshop will also make it easy for players to make their own changes, add content, features and more – and you can add it to your game in two clicks.

Yes, Wayward is Early Access, and Wayward is beta. Early Access can get a bad rap on Steam. Early Access means the exact same thing as beta does to us. I have no plans to stop development on Wayward. I hope our work over the past 4-5 years has convinced you of this.

Thanks to all that have helped on Wayward in some way over the years! Your support is awesome!

Stay tuned!

An Update!

Some of you are getting antsy about beta 2.0, and rightfully so. Our default answer about when it’s coming out is “soon”. It’s mostly been said as a type of “in-joke”, but I can see how that would be a bit frustrating if you weren’t in on it. So when is beta 2.0 coming out?

The truth is, we don’t know. That is why we say “soon”. You could replace that with “when it’s ready”, “when it’s out”, or any other form of indeterministic sayings. When we know, you will know. The Steam page will be up where our release date will be shown to all.

For now, we can offer some new screenshots and some updates to what I said in the last developer log and the last post.

Oh ya, and it really is “soon” now, as you can see by the nearly barren Trello. We are in final testing and polishing mode.

Screenshots

Updates of Note

  • You can now drag and drop to the ground from your inventory.
  • You can now place containers within containers.
  • Crafting now will look through containers in your inventory to find valid items for recipes.
  • Containers will now show their contained item weight in the title/tooltip.
  • You can now use items from containers inside your inventory.
  • You can now sort crafts by category (shows up in unique formatted listing). Many new item categories added with this change.
  • A completely overhauled interface/UI has been implemented with new art and design.
  • Craft recipes will now unlock if you have only a single of each item required in the craft.
  • You can now “Drop All” in to water.
  • Fog of war added (black areas that you have not yet explored).
  • A new dither style of fog of war/line of sight has been added. You can toggle between the two via options.
  • All monsters now have facing direction graphics and attack animations.

This is just a taste of things to come. You can read about the other things in the Changelog as per usual.