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.

Wayward Beta 1.7 Released: Refine/Define

Refine/Define is the theme for this release. There’s tons of tweaks in beta 1.7! Hopefully lots of them are meaningful and noticeable. There’s some love in this release for both new players and old players alike. Hopefully we are getting close to a release which could be Early Access quality for a Steam release.

Play Online:

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

Downloads:

Beta 1.7 "Daily Challenge"Some highlights in beta 1.7:

  • Fixed a long standing bug that would cause the character to continue moving if focus of the tab/window was left while a key was being pressed (among other causes). This would routinely cause players to die as they would continue walking into monsters or getting hurt from stamina loss.
  • Translation system implemented. Official translations will be coming later.
  • Environmental items are now damaged when dug/carved back up. If they reach 0 durability, you can no longer use them in that context.
  • Daily Challenge Mode added. Extremely difficult mode that is only for fun (or frustration) that changes each day. Does not effect your save.
  • Removed all “Poor” items. They have been all renamed to match material descriptors instead of quality descriptors. Several minor recipe changes because of this.
  • You can throw any item. The distance is dependant on the item’s weight and Throwing skill. The damage is dependant on the attack value of the item thrown, or the weight if the item has no attack value shown in the tool-tip. Some items can only be thrown if the player has the proper strength (based on item’s weight).
  • Crafting order is now based on the order it appears in your inventory, equipment or quickslot (in that order). No longer just limited to just inventory items. The hover effect will now only show which items will be used in the craft.

Read more in the changelog:

http://www.unlok.ca/wayward-free-changelog/

Special thanks to vlsd and Orillian on this release.

Release Schedule Plan

Releases seemingly have been taking longer and longer. It’s due to a lot of factors, but I can’t see those factors changing any time soon. I have a plan though, or at least an idea.

Read more…

Translation Preview

TranslationsWork has been quite slow on beta 1.7. I totally blame the huge translation portion… also maybe too much Hearthstone. Considering the Wayward player-base consists of mostly non-native English readers, translations have always been a high priority. Well, we finally bite the bullet and got translations working in the upcoming beta 1.7.

Wayward probably won’t actually have “official” translations for quite some time; however, that shouldn’t stop players from making and releasing their own translations and sharing them abroad. I’d love to also feature them on the Modifications page too – just send me an email!

Interested in translating for yourself? Take a peek or download the current beta 1.7 english.js file. It’s very simple to edit and understand, but let me know if you have any issues. Like every portion of Wayward, translations and translation support will continue to improve as we develop.

Also, yes, we are close to releasing beta 1.7.

Update

As of February 2nd, there was a small change made to the english.js file. A new line was added “fireDropAll”. If you have already started, simply just find this new line and add it into your translation file.

As of February 8th, there was some more minor changes/additions. The old “build” and “plant” definitions are now “builtItem” and “plantItem”, and 4 new lines were added at the end of the Messages definition.