Runekeeper Update #3

Hello there, I hope you all have enjoyed/are enjoying your holidays! We have another batch of fixes and improvements ready for tonight. Thank you all for your reports and for helping us diagnose and troubleshoot many of these issues.

We are continuing to monitor several ongoing issues; mostly to deal with memory leaks and container UI desyncs. These likely will continue to persist although will be much improved with this release.

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Bonus tip: Reputation, karma, benignity, malignity or whatever you want to call it has been removed! Creature difficulty is now based on territories. Creatures get harder and harder as you expand outwards on your island, or if you travel to a new island, creature difficulty will be inversed and get harder as you travel towards the center. Creature territories can be modified using some in-game mechanics related to runes.

Improvements

  • Improved the action slot tooltip, with new iconography, support for all the different choices for which item to choose, and support for all the different action slot types.
  • You can now use the “Stoke Fire” action with nearby items, not just items in your inventory.

Bug Fixes

  • Fixed “Move to Inventory” being an option for an item stack in your inventory if an item stack of the same item type is in another container. (Thanks Sophie!)
  • Fixed a number of actions menu & action slot memory leaks. (Thanks muzzy!)
  • Fixed a container UI desync when an item changes type, such as consuming an apple or gathering liquid. (Thanks Deo!)
  • Fixed a container UI desync when you pick up an item with your inventory set to “Recent” and the first thing in your inventory being an item stack of a different type.
  • Fixed a container UI desync when moving a protected item into a recently sorted container with a stack of the same item type at the start.
  • Fixed item movement actions being unavailable on stacks in protected containers.
  • Fixed “use hovered item” action slots using the “best” item if the hovered item is invalid. (Thanks whutch!)
  • Fixed stacked items in protected containers not being handled correctly, causing you to be unable to move a stack out of a protected container. (Thanks DerSimon!)
  • Fixed stack displays without a number being added to container UI in specific cases. (Thanks Andrej27!)
  • Being hit by a creature that deals no damage now also discovers the “Defense” stat. (Thanks Sophie!)
  • Fixed the combination of “Target Hovered Tile” and “Use Best Item” displaying weirdly.
  • Fixed item type translations sometimes appearing with two icons.
  • Fixed items that have a damage type but no attack value being able to get “Fire” magical properties. (Thanks inquisitiveToast!)
  • Fixed the Thaumaturgic milestone modifier not disabling the special magical property count handling from mastercrafted items.
  • Fixed hostile creatures using cave entrances when alerted and on the same layer as you.
  • Fixed void dwellers trying to move into other void dwellers.
  • Fixed action slots that move items around in containers not updating “Use Hovered Item” slots. (Thanks whutch!)
  • Fixed a specially crafted string payload in chat causing the game to freeze.
  • Fixed trapdoor spider AI causing the spider to sometimes go back into hiding while chasing you.
  • Fixed trapdoor spider AI causing the spider to sometimes wander while you’re nearby.
  • Fixed trapdoor spiders giving away their position by revealing that they’re alerted. (Thanks Goliat!)
  • Fixed a multiplayer desync related to creature AI.

Technical

  • Improved the safety of the event system by heavily encouraging the use of “owner” objects when subscribing. When the “owner” objects are removed or disposed of, any events it subscribed to are also automatically unsubscribed.

Runekeeeper Update #2

Today we have a patch ready that will hopefully give you all some extra cheer to start off the holidays with plenty of bug fixes and improvements!

As always, let us know if you spot any other issues!

Bonus tip: You can perform actions automatically as you walk around using action slots. If you are checking out this update as a brand new player or coming back with no previous save data, you’ll see a couple of these actions already added to your action slot by default. If not, simply configure an action slot using right-click and checking the “Auto-Use” option. This can be used to emulate the previous “Auto pick-up” option.

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Improvements

  • New players will now get default actions assigned in action slots to hopefully help the player learn basic actions and UI.
  • There are now direct keyboard hotkeys (which can be rebound) to pick up an item "Ctrl + G" or pick up all items "G".
  • You no longer need to discover 20 actions in order for the “Auto-Use” option to become available.
  • Removed outdated help information on picking up items. (Thanks Ursa (lovesthesoundof))!

Bug Fixes

  • Fixed action slots not working sometimes. (Thanks muzzy!) (For both the initial report and figuring out how to reproduce it consistently.)
  • Fixed an additional edge case with scrolling that led to zooming in that direction no longer working and also broke action slots. (Thanks Feral Grumpicorn!)
  • Fixed an issue where tooltips would be duplicated. (Thanks muzzy!)
  • Fixed the sort dropdown in container dialogs saying a different sort than the collapsed label when first opening the dialog.
  • Fixed some container UI desyncs. (Thanks inquisitiveToast!)
  • Fixed throwing not getting the correct damage type. (Thanks inquisitiveToast!)
  • Fixed some action bar setup weirdness when dragging items into slots — could cause things like empty slots with an action in the corner, or cause the action you’re trying to assign to clear the item or cause the item to clear the action even when they’re perfectly compatible. (Thanks Vallivanting!)
  • Fixed a rare case of infinite recursion when hovering over a “Use Hovered Item” action slot. (Thanks Goliat!)
  • Fixed container weight as displayed in the dialog becoming incorrect after travelling. (Thanks muzzy!)
  • Fixed items not updating after/when traveling.
  • Fixed rare multiplayer desyncs when traveling.
  • Fixed cut hide not being flammable. (Thanks DerSimon!)
  • Fixed the “ascend” or “descend” action showing up in the tile context menu for tiles other than cave entrances.
  • Fixed importing custom game options reducing multiplier values. (Thanks Ghon!)
  • Fixed dedicated servers showing “1” players when 0 players were connected and other server stat inconsistencies.
  • Fixed gathering piles of rocks using the botany skill. (Thanks Crows!)
  • Fixed some tyypos. (Thanks TheBlackHand!)

Technical

  • All entities and tiles now have a “debug” object that can be printed in the console with the ".debug" property, a much cleaner representation of the data for each object than the actual object instance.
  • Added the "ref(refId)" function for use in the console, for resolving the object of a particular reference ID.

Mods

Debug Tools

  • Using the “inspect” bind now assigns all inspected entities and the tile to variables in the console to make debugging easier.

TARS

  • Fixed some navigation issues related to slipping on ice.
  • Improved how items are moved into backpacks.
  • Fixed issues building solar stills & sailboats.
  • Improved corpse butchering.
  • Improved where it builds sailboats.

Runekeeper Update #1

Tonight we are releasing a small patch to address some of the issues found so far in Runekeeper. More to come as always after a big major update!

Bonus tip: You can combine items into stacks within your inventory by using Ctrl + left-click on the item you want to stack. You can change this binding in the options.

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New

  • You can now use shift + scroll to move stacked items to or from the active inventory.

Improvements

  • “Repeat from action history” mode now turns itself off when doing anything other than repeating an action to prevent accidental usage. (Thanks muzzy!)
  • Added support for displaying the correct keys for alternate keyboard layouts. (Thanks muzzy!)
  • Coastal water-based templates now feature gravel instead of dirt.
  • Cave entrances now attempt to be surrounded by more passable tiles.
  • Added the ability to get runes through dismantling.
  • The Ascend or Descend action is no longer discovered by default for new players in order to further simplify the initial actions drawer, and must be instead discovered by right-clicking (or using the spacebar in front of) a cave entrance and using the action, or by using the dedicated Ascend or Descend binding.

Balance

  • Increased the amount of natural cave spawns across all biomes.
  • Reduced or removed the chance of gaining runes based on the tier of territory you are in.
  • The “Auto Pickup While Moving” option has been removed in favour of the action slot “Auto-Use” and “Target Hovered Tile” options, which obey the same turn-passing rules as manually picking up items.

Bug Fixes

  • Fixed the Starter Quest not working properly in certain situations. (Thanks K4_E!)
  • Fixed quickmoving items to containers with an “open” stack of the same type causing a desync where the new items either display at the start or the end.
  • Fixed “Dig” and “Enchant” actions not properly awarding runes.
  • Fixed a multiplayer desync that occurred when joining a game while another player was resting.
  • Fixed being able to import milestone modifiers that aren’t unlocked. (Thanks ApocRider!)
  • Fixed choosing an action in the actions drawer not defaulting the “Target Hovered Tile” option to the correct state.
  • Various item bindings are now disabled entirely when dragging an item to hopefully prevent some UI edge cases. (Thanks muzzy!)
  • Reduced the chance of the starting water source from the Starter Quest going into the ocean.
  • Fixed the “bleeding” status effect overlay not working.
  • Fixed an infinitely long durability bar when dragging an item that’s about to break. (Thanks muzzy!)
  • Fixed non-modifier action slots being used when releasing the modifier first of a modifier action slot. (Thanks muzzy!)
  • Fixed creatures not becoming alerted when attacking you.
  • Fixed explored areas on the map not always getting revealed in multiplayer games.
  • Fixed the pause button being invisible with certain options set. (Thanks Soul5hadows!)
  • Fixed being able to gain “Theurgy” skill by refining or reinforcing runes. (Thanks Rheo!)
  • Fixed the Runekeeper milestone modifier only updating the “last received rune” when receiving multiple runes at once. (Thanks muzzy!)
  • Fixed the Runekeeper milestone only progressing when receiving multiple runes at once. (Thanks muzzy!)
  • Fixed the Doctor milestone not being possible to progress. (Thanks muzzy!)

Modding

  • Re-enabling a mod will now re-initialize languages and stylesheets. (Thanks GWIDON!)

Mods

TARS

  • Fixed a multiplayer desync when traveling to another island.
  • Fixed TARS not idling correctly in multiplayer games.
  • Now tries to stay off ice & other slippery surfaces.
  • Fixed getting stuck when connected to a multiplayer game while encumbered.
  • Fixed navigation issues when using sailboats/swimming.
  • Improved objective planning.
  • Fixed an infinite loop when trying to gather water.

Major Update “Runekeeper” Released

Runekeeper

Welcome to “Runekeeper”, the biggest update to date!

If you have been following along through the updates and newsletters, you will know that through many iterations and scraped ideas, we finally have a replacement for reputation: creature territories. Creatures and difficulty will increase as you move out into different parts of the island or travel to new ones. You can also modify this system slightly using a new mechanic involving runes and deities (there’s a mini spoiler in the new trailer below). Be free, and play however you want now without having to worry about managing your reputation! Share your thoughts on this new system or on any of the other changes we put out this time around. It’s a big one!

We also have a new trailer for 2024/2025 (it’s close enough, right?).


Some stand-out features this time around include:

Creatures now have simplistic “territories” — creatures near your spawn point are now easier than creatures far away, and creatures will stay in their original areas more often.

Creature Territories

You have attracted the attention of multiple unknown forces — deities. As you survive and make decisions, these deities will award you with tokens in their likeness. Invoke them, and in turn, receive their blessing.

Runes

You can now “stack” and “unstack” like items. Item stacks display as if they are the first item in the stack (respecting your sort), with a quantity of how many total items are in the stack. You can press “ctrl” to temporarily expand the stack your mouse is over.

Stacking

Added wheelbarrows, allowing you to push and pull additional storage.

Wheelbarrow

Added armor stands, allowing you to store armor and weapon sets visually with the ability to quick-swap certain builds.

Armor Stands

You can now right-click on any visible location to perform actions there, your character will automatically walk to wherever they need to.

Path Actions

Added a new action bar that gets filled with context menu action history as you play.

Action History

Merchant trading has been redesigned.

Merchant Trading

The full novel changelog can be read through below:

Read more…