Cursebreaker Update #4

Good day (night?) all!

We have another smaller update ready for release today. We wanted to get this one out a bit quicker to fix up some recent performance issues that have been widely reported, but the update kept growing. Apologies! I hope you all enjoy the rest of the changes, new additions, and improvements this time around!

Please take a gander at the changelog below and send us a review or comment on your thoughts. Thanks!

Bonus Tip: Frigid nights can be very cold and disruptive. Make sure to prepare yourself for this curse if it ever befalls upon you. Craft fur armor, and fill the rest of your slots with leather or metal armor. Build a campfire and make sure to keep it stoked! The closer you are to the fire, the warmer it is. Hold a lit torch, especially when away from your campfire. Use a bedroll to sleep, and make sure to keep it next to the fire for a less-interupted rest or sleep. Higher quality or magical properties affect most of these as well – so keep upgrading when you can!

Bonus Promo: Check out the “Better Crafting” mod by Kylo: https://steamcommunity.com/sharedfiles/filedetails/?id=3701391059 – it allows for specifically selecting items while crafting as well as bulk crafting. Take a look if you are looking to spice up the crafting systems within Wayward.

New

Cursed Magical

  • Magical properties now, very rarely, can instead be cursed properties.
  • Added a new curse event, “Suffused with Magic”.
  • Added two new milestones, Warded and Defiled.

Improvements

Doodad Uses

  • Doodads now display many more of their unique actions in their tooltips, which should hopefully help UX.
  • Bedrolls now have insulation stats for when you’re sleeping. (Thanks k_akabane!)
  • Doodads tooltips now mention if they are a fire source and/or open fire source.
  • Added a per-event cooldown for curse events, so that you don’t get a single event too often.
  • Re-lighting a jack-o’-lantern now resets its decay. (Thanks k_akabane!)
  • You can now set the tick time in the new game menu for singleplayer. (Thanks MightyLad!)
  • Many actions are no longer required for the “Operator” milestone — the milestone is now closer to the intent of “things you can do with doodads, creatures, and items” rather than “every possible action in the UI”.
  • Loading a save with missing mods that were not set up to be removed from a save now no longer re-prompts every single time. (Thanks Rude Gentleman!)
  • “Inspect in Dialog” no longer shows in cases where all tooltips were hidden/intentionally disabled via options.
  • Scare Radius now shows in the “Start Fire” use for Jack-o-lanterns.
  • Temperature is now shown and calculated to a single decimal place instead of rounded down and showing with two decimal places.
  • Insulation is now shown with a decimal point to show proper magical property values. (Thanks Nobody Important!)
  • The “uses” section of doodad tooltips now uses proper linked action names & icons.
  • More damage numbers are now shown in the Throw action section of item tooltips in some cases.
  • Groups of related actions are now merged for action discovery — discovering one discovers all related actions and reveals them in the actions drawer.

Balance

  • When you only have minor temperature status effects, it’s now much less likely for you to be woken up by being uncomfortably cold/warm. (Thanks k_akabane!)
  • Jack-o-lanterns now have a greater scare radius but only affect curse event creatures.
  • Upgrading insulation properties is now much faster/impactful.
  • The “A Wave of Life” and “A Wave of Death” events now better support rune effects. (Thanks Nobody Important!)

Bug Fixes

  • Improved the performance of the areas you’ve explored being obscured during curse events.
  • When you’re moving around with everything outside of your field of view obscured during curse events, the fog is now smoother and less “snappy”.
  • Fixed other doodads with quality having a scare radius. (Thanks Nobody Important!)
  • Fixed not being able to move protected items to the right of stacked items of the same type. (Thanks Nobody Important!)
  • Fixed changing whether discovery is enabled not updating stats.
  • Fixed having identical mods installed via workshop & locally being possible to both be enabled at the same time, disabling the other button for each.
  • Fixed gathering warnings showing for cobwebs. (Thanks ellaris!)
  • Fixed jack-o-lanterns in item form displaying 0 for their scare radius.
  • Fixed opening the inspect dialog for food items and mousing over consume stats not giving you a full consume overview anymore.
  • Fixed the action slot icons being visible in the equipment dialog even after unequipping an item. (Thanks AlP!)
  • Fixed attempting to do some actions on a facing tile, instead of using the tile you are on.
  • Fixed the “View Items” action being required for the Operator milestone, being visible in worlds without the option enabled, and not giving a proper “cannot use” reason.
  • Fixed magical inscriptions not retaining upgraded magical properties from relics. (Thanks Nobody Important!)
  • Fixed errors when crafting mastercrafted items in specific instances. (Thanks Nobody Important!)
  • Fixed some actions, like “dismount” or “sleep” moving the player, then performing the action on the tile they were on/targeting. (Thanks randomtango!)
  • Fixed pickaxes not being effective at gathering loose piles of rocks. (Thanks Dr. Incompetent!)
  • Fixed the “Close Container” action not being available for vehicles when targeting the tile/vehicle you are on.

Modding

  • Fixed an issue with the wayward +mod commands. (Thanks samuelt12, Steph!)

Mods

Debug Tools

  • Added curse event tracking UI.
  • Added the ability to change a doodad’s decay when inspecting it.
  • Added the ability to choose a quality for doodads.
  • Relic items can now reach their maximum value potential.

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