Wayward Weekly: 1.8.5

1.8.5 Screenshot

Well, we got one pretty game-changing feature in this week with the inclusion of “Actions” which allows players to Inspect, Gather, Attack, Drink, and Pick-up with the press of a button rather than needing specific items or walking into tiles. We’ll also see more actions coming up soon, but I know a lot of people will appreciate being able to drink fresh water from a tile without needing an item.

CAUTION

Back-up your game regularly if you care about it, especially with these weekly releases. There’s a Save/Load modification available for this task. Wayward is a still a beta!

Once you go weekly, there’s no going back in your save, it will convert it if you play online.

Play Wayward Weekly

http://www.unlok.ca/weekly

Wayward Beta 1.8.5 Changelog

Bugs

Fixed a bug where:

  • Item menus would hover off of the left side of the screen.
  • Items in an opened container would not update if decayed (and cause errors) until re-opened.
  • An opened container would not close if thrown.
  • Movement was being dictated by FPS which on some configurations (GPU/browser) was causing very fast movements.
  • Errors were produced when killing a monster from shot/thrown item.

Improvements/Changes

  • Slowed down plant spreading by about 50%.
  • Increased chance at getting hurt from not using a tool while gathering (and now picking up items without a tool via new Actions menu).
  • Throwing and shooting (slings/bows) now reduce stamina based on a Tactics skill check like attacking melee currently does.

New

  • New “Actions” menu (hotkey “q”) implemented. This will create a contextual menu for your facing tile where one or more of the following actions will now be available: Inspect, Gather, Attack, Drink and/or Pick-up.

Developer/Technical

  • Fixed some possible bugs/errors caused by not converting item id’s to numbers (parseInt).

Wayward Weekly: 1.8.4

1.8.4 Screenshot

I decided to push this release a day just so I could get a few more items added to the changelog. We are getting to the point in our todo list where bigger things need to get done, and the changes aren’t meaning too much to the players, so please excuse us if the next weeklies seem a bit “lackluster”.

Next week we can expect a preliminary model for the new “actions” system where you can contextually perform actions to a facing tile/item without needing to use an item. Some ideas include: drinking water, resting, etc.

CAUTION

Back-up your game regularly if you care about it, especially with these weekly releases. There’s a Save/Load modification available for this task. Wayward is a still a beta!

Once you go weekly, there’s no going back in your save, it will convert it if you play online.

Play Wayward Weekly

http://www.unlok.ca/weekly

Wayward Beta 1.8.4 Changelog

Bugs

Fixed a bug where:

  • Cave houses were not spawning with items randomly.
  • Throwing a container would destroy the items inside.

Improvements/Changes

  • Initial game/save load sped up by around 10-20% depending on browser/hardware.
  • Skeletons can now sometimes spawn in generated templates/houses/boats.
  • Performing any action on a hidden enemy (Trap Door Spider) will now reveal it.
  • Fixed an issue with some sounds on some browsers where audio would sound like it was getting cut-off.

New

  • Derelict boats and rafts can now spawn in the open seas.
  • There is now a code console in options where you can any code without needing to load a mod.

Developer/Technical

  • Templating code/objects have been overhauled.

Wayward Weekly: 1.8.3

1.8.3 Screenshot

You can definitely tell by reading the changelog that we were busy this week, sadly, not on Wayward. Nevertheless, we still got a decent number of improvements for you this week, just nothing game-changing.

CAUTION

Back-up your game regularly if you care about it, especially with these weekly releases. There’s a Save/Load modification available for this task. Wayward is a still a beta!

Once you go weekly, there’s no going back in your save, it will convert it if you play online.

Play Wayward Weekly

http://www.unlok.ca/weekly

Wayward Beta 1.8.3 Changelog

Bugs

Fixed a bug where:

  • Digging/carving up environmental objects would sometimes produce an item with a negative durability.

Improvements/Changes

  • The Bow Drill is now crafted from the Hand Drill. The graphic now also reflects this.
  • The Raft now requires a Boat Paddle. The graphic now also reflects this.
  • The rafting graphic that appears under your while drifting now changes direction based on movement.
  • Attributes and stats in the HUD/GUI are now broken up on larger resolutions. The attributes are now more condensed in general as well.
  • The container window acts like the rest of the windows and saves it’s position/size between game re-loads.
  • You can now sometimes dig into fresh water resources from dirt/gravel/swamp tiles on the rare occasion.
  • Resting now uses the fastest available timing. There’s no more artificial delay, the delay that is there is literally how fast it takes to run the turns sequentially.

Developer/Technical

  • Updated supported browser version listing.
  • The Player.use item function has been removed; everything is now passed automatically via object variables to their proper actions.

Wayward Weekly: 1.8.2 + News

1.8.2 Screenshot

We are knocking those bugs out faster and faster with Wayward weekly all the while improving the core mechanics and systems. This week is filled more with the latter. Some of my favourites include the new treasure gathering system, the new raft system, and a heavily requested revert: allow crafting with 0 durability items.

Beta 2.0 News

We have also started focusing more and working out what beta 2.0 will look like. The plan currently is to have beta 2.0 available on Steam as this release will feature completely new game systems, new world generation, a new graphical look and more. We are saving these big changes because it’s unlikely that we can convert previous save files over unfortunately. This also means Wayward Weekly will cease to be sometime after a 1.9 release. Our current beta 2.0 plans are available to view on our Trello to do board.

CAUTION

Back-up your game regularly if you care about it, especially with these weekly releases. There’s a Save/Load modification available for this task. Wayward is a still a beta!

Once you go weekly, there’s no going back in your save, it will convert it if you play online.

Play Wayward Weekly

http://www.unlok.ca/weekly

Wayward Beta 1.8.2 Changelog

Bugs

Fixed a bug where:

  • The player would take fire damage if trying to attack an enemy that is over top of a fire source.
  • Tool-tips and item hovers would not change after crafting an item until your mouse moved again.
  • You could gather from resource tiles that were on fire.
  • Tall rocks could randomly change graphics on first gather.

Improvements/Changes

  • Mining and Fishing skill now benefits the radius in which you can dig or fish up treasure up to a maximum of 11 tiles away (1 tile per 10%).
  • Gathering treasure will allow you to gain in Mining/Fishing skills.
  • Gathering treasure will now damage the tool used.
  • Carving will no longer stop after carving blood, it will cycle through the next object on the tile.
  • You can now craft once again with 0 durability items.
  • Inventory containers (bags, backpacks, etc.) will now stay open on movement.
  • All crafted items now get at least 1 durability.
  • Expert level items are a bit harder to craft (versus a skill check).
  • Some miscellaneous spelling fixes.

New

  • A new “Gather Treasure” action has been added to the item menu for shovels and fishing nets. This is to be used instead of trying to decode the map near the treasure. It will automatically cycle through what ever maps you have in your inventory to find a match.
  • A light radius has been added to cave entrances. The intensity of light is determined by the time of day/night.
  • The rafting (or drift) system has been overhauled. Rafts can now be used in any water and will allow you to move at normal speeds, outside of the water. Raft is damaged based on movement.

Wayward Weekly: 1.8.1

1.8.1 Screenshot

It’s a little bit late into the night for our weekly Thursday release, but it’s here! This week was a bit slow, but we still managed to get some good bug fixes in. Read below for all the details.

CAUTION

Back-up your game regularly if you care about it, especially with these weekly releases. There’s a Save/Load modification available for this task. Wayward is a still a beta!

Once you go weekly, there’s no going back in your save, it will convert it if you play online.

Play Wayward Weekly

http://www.unlok.ca/weekly

Wayward Beta 1.8.1 Changelog

Bugs

Fixed a bug where:

  • Monsters could spawn on top of fire of other blocking environmental objects.
  • Placing a tile on grass was ignoring the proper stack (and not turning the grass to dirt).
  • Pouring a Pile of Snow was making game and save file completely unplayable.
  • Some containers were causing many errors. Is this the end of container bugs? Thanks Milo Hoffmann!
  • Tool-tips and item menus were showing behind dialogs still (hopefully this is fixed for real now).
  • Digging up cobblestone was not returning the proper item.

Improvements/Changes

  • Made Iron in rocks and sandstone a bit easier to spot visually.

New

  • A new crafting hint/help dialog has been added that explains all the depth and intricacies of crafting.
  • Coal rocks have been added back in as a resource tile.
  • There is now a drop gathered items on ground option available.

Technical

  • Wayward now uses Application Cache technology. This means all the game’s files will now get stored on your computer and load instantly regardless of normal browser caching. New files will get re-downloaded only on updates.

Wayward Beta 1.8 Released!

Wayward Beta 1.8 - HELP!Woops, totally forgot a witty and clever release title this time. Either way, beta 1.8 is now out!

Beta 1.8 is mostly an amalgamation of 1.7.x changes. This is due to the recently implemented weekly release schedule – which this week just so happens to be a full release. So, if you are updating from 1.7 to 1.8, you can view the changelogs from 1.7.1-1.7.4 and 1.8 itself to see all the changes. Quite a bit there for just a little more than a month! In fact, it’s the biggest amount of updates we’ve ever made in a new version. Progress!

Play Online:

http://www.unlok.ca/wayward/

Downloads:

Some of the best stuff includes:

  • Fixed a bug where Legendaries were not giving skill bonuses.
  • Tiles now also save durability between uses. This will make more sense moving forward when some monsters can perhaps break down walls?
  • Resource tiles are now physically spawned, rather than items simply spawning on top of them. This will give a large performance boost as well as reduce save file space by 40%+ on new saves. Unfortunately most of this will only apply to newer saves.
  • Resource tiles now appear visibly different on the minimap, and are visibly different even outside line of sight.
  • Tons of HUD/GUI design changes and bug fixes.
  • Lots of performance improvements (especially to the offline version).
  • A brand new creature! Along with some graphical improvements to all enemies.
  • Fixed a bug where Solar Stills and Stone Water Stills recipes would duplicate in crafting dialog.
  • english.js (translation file) now reveals when changes are made to the file to keep your translation up to date easier (Removed/Added/Edited with version information).
  • Tons of other fixes and improvements/balance changes. See the changelog for more details.

Trello

In other news, we’ve recently moved over to Trello for the Wayward Todo. This allows everybody to view what we are working on. Donators get to become “Members” which allows them to vote and comment on everything. Additionally, there’s also a fully public board, which let’s everybody submit ideas, suggestions and bugs here.

Wayward Weekly: 1.7.4

1.7.4 Screenshot

We got another small-ish patch for you this week, but still full with user-driven feedback and changes abound. We are weeding out a lot of the remaining bugs from beta 1.7 and hopefully much closer to a full beta 1.8 release.

CAUTION

Back-up your game regularly if you care about it, especially with these weekly releases. There’s a Save/Load modification available for this task. Wayward is a still a beta!

Once you go weekly, there’s no going back in your save, it will convert it if you play online.

Play Wayward Weekly

http://www.unlok.ca/weekly

Wayward Beta 1.7.4 Changelog

Bugs

Fixed a bug where:

  • Dropping an inventory container would not close it and cause errors.
  • Pouring water on open fire would not extinguish it.
  • Solar Stills recipes were duplicating on new games still.
  • The new favicon was not showing up on certain browsers/configurations.
  • Filters would not work after the first game of a session.

Improvements/Changes

  • There is now a loading icon to signify loading times. This is only partially implemented right now and will only happen on initial page load and during resting.
  • Resting now uses a loading cycle. This will stop the freezing resting was causing especially during night (or with campfire bonus). This change also allows you to see your stats change over the period of your rest.
  • The Jelly Cube now has significant more resistance from Blunt damage.
  • Chicken feather drop rate has been halved (due to another creature sharing it’s effect).
  • Lots of monster graphic changes to make the difference between aberrant and normals much more apparent.
  • The version warning/error you get on old saves is now more generalized and helpful
  • Sort buttons now titled “Sort” instead of “Sort Inventory” for example. More space!
  • Increased monster de-spawn rate a bit.
  • Increased talent needed to unlock new monster tiers a bit.
  • Default spawn rate decreased a bit.
  • Stone Knives reduced to 20 durability (from 25). They also consume 2 sharpened rocks on use (instead of just 1).
  • A new “Utensils” group has been added. You will now need one of these for any cooking.
  • Removed pole-likes from anything that needed wood in specific (these were changed to Wooden Poles).
  • Branches are no longer pole-likes.
  • Campfire graphic changed slightly to show the non-requirement of fuel/pole-likes.
  • Saplings are no longer pole-likes, but can craft into Branches.

New

  • A brand new creature has been added.

Wayward Weekly: 1.7.3

1.7.3 Screenshot

Not as much happening this week with Wayward, besides playing around with the interface a bit. There’s quite a few changes with the UI as you can see from the screenshot. Not sure how many of the changes will stick around and make it into Beta 1.8, but a neat experiment nonetheless. Let me know what you think!

CAUTION

Back-up your game regularly if you care about it, especially with these weekly releases. There’s a Save/Load modification available for this task. Wayward is a still a beta!

Once you go weekly, there’s no going back in your save, it will convert it if you play online.

Play Wayward Weekly

http://www.unlok.ca/weekly

Wayward Beta 1.7.3 Changelog

Bugs

Fixed a bug where:

  • Starting a game with an equipped torch would not provide a light bonus until you moved.
  • Equipping a torch would not provide a light bonus until you moved.
  • Dialogs could be moved past screen a bit.
  • Dialogs would move a bit when you closed and opened them back up after resizing them.
  • Hitting a creature in water while on ground would produce Swimming skill gains, particle effects, and even cure “Burning Pain”.
  • Moving into chests or other blocked tiles while encumbered would reduce stamina and potentially hurt you.
  • Legendary items would change their bonuses on each pick-up.

Improvements/Changes

  • Rendering performance improved a bit.
  • A Pole-like is no longer needed in the Campfire recipe.
  • Added a meta tag that should stop iOS (beta) from displaying the top/bottom bars.
  • Dialogs now support smaller minimum widths and heights to support more customized placements/layouts.
  • Dialogs now appear to be transparent if not hovered over them. This will allow you to possibly leave them open more frequently now as you can see enemies behind them.
  • Other various improvements done to dialogs like condensing everything a bit, adding some new styling, and adding the filter into the button bar instead of inside the dialog.
  • Raw Clay can now be placed back down as a tile.
  • When you place a tile over grass, it will now die and turn to dirt.

New

  • Added favicon and app icon support for iOS/Android/Microsoft including retina displays with a new Wayward icon (instead of the “U” from Unlok).

Technical

  • Release variable now added instead of it being hard-coded in all the file pathing.
  • A few minor edits were done to the language/english.js file.

Wayward Weekly: 1.7.2

1.7.2 Screenshot

Following along with our Wayward Weekly, this week we have beta 1.7.2 for you. Focusing once again on bug fixing with beta 1.7… there’s a lot of them! There’s some pretty cool new stuff as well. Read below for all the details.

CAUTION

Back-up your game regularly if you care about it, especially with these weekly releases. There’s a Save/Load modification available for this task. Wayward is a still a beta!

Once you go weekly, there’s no going back in your save, it will convert it if you play online.

Play Wayward Weekly

http://www.unlok.ca/weekly

Wayward Beta 1.7.2 Changelog

Bugs

Fixed a bug where:

  • Solar Stills would never finish purifying water.
  • Monsters would no longer spawn in late-game Daily Challenge Mode.
  • Some newer items would display the wrong item on the ground/pick-up animation.
  • Solar Still/Stone Water Still recipes would duplicate on new game.
  • Shooting a bow/sling without ammo would give an “undefined” message.
  • Fishing a Raw Trout would not unlock the Cooked Trout recipe.
  • Tool-tips and item menus would appear behind windows/dialogs.
  • Tool-tips did not have smooth movement on some windows/dialogs.
  • Firefox would receive many errors when trying to swim near the starting point of the world.
  • Treasure guardian message would show even if no treasure guardians spawned.

Improvements/Changes

  • Removed monster spawning limit, increased monster de-spawn rate.
  • Vined trees will now only show up near swamps.
  • Saplings have been added back as gathered resources from trees.
  • Large rocks/shale no longer spawn as “resource nodes” on Sandstone.
  • All arrowheads can now be used as sharpened items and for carving.
  • Sinew is now a rope-like.
  • Golden Sword can be used for carving.
  • Sapling is now a pole-like and can be used to stoke fires.
  • Increased default fishing success by 35%.
  • Wooden Spear can now only be crafted with a Wooden Pole.
  • Range of treasure guardians increased a bit.
  • The non-pixelized font now defaults to your system’s default sans-serif (instead of Helvetica, Arial) for better character/localization support.
  • You can now right-click to see the water status on Solar Still/Stone Water Still.
  • You can no longer dig up a still that still has water in it.
  • Fixed an issue where 0 durability items were not showing up as red in the tool-tips.

New

  • Resource tiles are now physically spawned, rather than items simply spawning on top of them (as shown in screenshot). This will give a large performance boost as well as reduce save file space by 40%+ on new saves. Unfortunately most of this will only apply to newer saves.
  • Resource tiles now appear visibly different on the minimap, and are visibly different even outside line of sight.

Technical

  • Upgraded to jQuery 2.1/jQueryUI 1.10.4.
  • english.js (translation file) now reveals when changes are made to the file to keep your translation up to date easier (Removed/Added/Edited with version information). The default english.js file now also includes a statement at the bottom which will switch the user’s font to their default sans-serif font for better character/localization. There was several language changes made in 1.7.2.

Introducing Thursday Night Wayward

Thursday Night Wayward

If you read near the bottom of the last release post, you may have been tantalized with the idea of a weekly Wayward release. Well, Thursday Night Wayward is the realization of that idea. Every week on Thursday night (sometime) we will be pushing a new public build online. This will be separate from the normal http://www.unlok.ca/wayward URL.

These weekly releases will be different because:

  1. No offline builds will be produced.
  2. Are not extensively bug tested (not like that stops the official builds from being buggy, ala the beta 1.7 release).
  3. No huge promotional push/launch. A simple post and social share only.
  4. Mostly filled with small changes, tweaks, additions.
  5. Will help build more solid non-weekly releases by catching all the bugs faster/sooner.

I can’t guarantee each weekly release will have tons of new stuff and bug fixes like this one does (relatively speaking), but it should help people out that are struggling with bugs or issues and want to see new changes rapidly to their game and world. Why Thursday? Because everybody plays Wayward on Friday during work, duh!

CAUTION

Back-up your game regularly if you care about it, especially with these weekly releases. There’s a Save/Load modification available for this task. Wayward is a still a beta!

Once you go weekly, there’s no going back in your save, it will convert it if you play online.

Play Wayward Weekly

http://www.unlok.ca/weekly

Wayward Beta 1.7.1 Changelog

Bugs

Fixed a bug where:

  • Legendary equipables were not giving skill bonuses.
  • The spyglass was not working (not updating the mini map).
  • Mod loading messages were always in red, and even resulted in success if there was an error.
  • You could not use previous/next buttons in the Hints (or Help) dialog.
  • Moving into a locked chest would open an empty container dialog.
  • Ponds and houses spawned too close to the shore (again).
  • Crafting with an item that had 0 durability resulted in an error. Items with 0 durability can no longer be used in crafting.
  • Environmental items did not have a minimum durability added.

Improvements/Changes

  • Dialogs now go over HUD elements once again.
  • The load modification input now clears on load/attempted load.
  • Skill gain is now doubled in Daily Challenge Mode.
  • Shale is now usable in everything that needed a “Sharp Rock” specifically before. Shale has also been added to Sandstone drops.
  • “An Arrowhead” is now “A Stone Arrowhead”.
  • Patches of clay can sometimes spawn around shores now.
  • Some spawned houses are now wooden-build. All generates houses can now contain fixtures such as Campfires, Furances, Locked Wooden Chests and more.
  • Exceptional, Remarkable, Legendary crafting chances lowered slightly.
  • Most “Build” items now have much higher durability when set down or affixed to the world. They can also be repaired. For example, Wooden Chests (normal quality) had 3-6 durability, but now have 7-10, and can be repaired.