Changelog
The changelog listed here is only updated on each official release. For a more up-to-date, dynamic working list of changes, view our Trello. Older changelogs can be viewed on the Changelog Archive page.
Runekeeper Update #3
Beta 2.14.3
December 27th, 2024
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.
Runekeeper Update #2
Beta 2.14.2
December 22nd, 2024
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
"Shift + G"
or pick up all items"G"
. - You no longer need to discover 20 actions in order for the "Auto-Use" action 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
Beta 2.14.1
December 17th, 2024
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.
"Runekeeper"
Beta 2.14.0
December 14th, 2024
New
- 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.
- 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.
- 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.
- Added wheelbarrows, allowing you to push and pull additional storage.
- Added armor stands, allowing you to store armor and weapon sets visually with the ability to quick-swap certain builds.
- You can now right-click on any visible location to perform actions there, your character will automatically walk to wherever they need to.
- Added a new action bar that gets filled with context menu action history as you play.
- Merchant trading has been redesigned.
- The stats layout has been reworked, associating status effects with their related stats and providing stat names.
- Added primitive musical instruments that can be used to command multiple creatures at a time.
- Added a tamed status icon above tamed creatures.
- There is now a visual on the depth when digging.
- Added a new option to make action slots be used on the tile you're mousing over.
- Status effect iconography has been redesigned, allowing players to more easily know at a glance how threatening a new effect is.
- The actions drawer now supports selecting a specific item type from a list of all discovered item types, and selecting a range of qualities.
- Added "Thaumaturgic", a new milestone and modifier for finding every type of magical property.
- All containers now have a "dump contents" action.
- Added bindings for toggling whether individual static UI components are visible (like the action bar, messages, etc.) These bindings are not set by default.
- Added animal cartilage, and new food recipes/food preservation through the use of gelatin crafted from cartilage or shark fins.
- Ice and puddles (on certain terrain) are now slippery and will cause slippery movement for players (with certain footwear) and some creatures, more so if jumped upon.
- Added a binding for toggling whether all auto-use action slots are enabled.
- Added conifer resins, pitch, and glue for use in new recipes and reinforcing.
- Added a new magical property "persistence" which increases max item durability far beyond normal means among other bonuses.
- Magical Binding now has a new action and use involving attack and defense bonuses.
- Added the Afflicted and Exsanguinated milestones.
- You can now set an action slot to "Use Hovered Item", allowing you to set up slots to quickly use actions on hovered items.
- Status effect tooltips have been completely redesigned, providing more information and presenting it more clearly.
- Added a new "shadowy" creature.
- Added a permanent notifier for when creatures are alerted, red exclamation point for hostile, yellow for scared.
- You can now set maxed skills as your in-game title.
- Added a "heel" or "follow, but don't attack" command for tamed creatures.
- Ranged actions can now be used at any angle.
- All container dialogs throughout the game (your inventory, held containers, container doodads, vehicles, NPCs) have been ported to the new UI system, fixing some longstanding issues and improving performance.
- All stats are now inspectable, providing general information on how the stat works, along with new information such as their related core stat and the skills you can use to improve them.
- Added a new stat "potency" equipped magical property that increases the bonuses that items provide when used.
- Added a new milestone & modifier "Statistician" for discovering the stats that each skill can raise.
- Added a new custom game option for disabling scared creature mechanics.
- Added a new type of skeleton with unique item drops that can appear from skeletal remains based on the current zone/tier.
- Added crucibles, a new device for smelting ores.
- Added a bindable to "Toggle Tooltips Visible", with no bindings by default. (Thanks Hiran!)
- Added the "Runekeeper" milestone and modifier.
- Added luck, a new stat affecting chances. There are not many places where luck currently takes effect, nor many things that modify luck — this will be expanded on later.
- There is a new custom creature spawn rate multiplier option that will allow you to scale the rate at which creatures spawn including disabling it altogether.
- Added a custom game option to enable viewing container dialogs for the items on the tile you're facing.
- Added an audio cue when encumbered or overburdened.
- Added sandstone arrows and arrowheads.
- The chance to craft mastercrafted items is now revealed at 100% skill.
- Added a "Skip Quest" button to the Starter Quest.
- The skills dialog now displays skill icons & can be resized to display multiple columns.
- Added a rare, secret challenge modifier.
- Added eggshells (for chicken and penguin eggs), a new form of compost.
- Added a challenge modifier for starting at sunset.
- Added a new challenge modifier "Cursed!"
- There are now modifiers in challenge mode for spawning in other biomes.
- Added a multiplayer option to pause the server when desync occurs.
- Added a Steam beta dropdown to developer options.
- Added a setting to disable item notifiers.
- Added stripped leather, a new high-tier cordage.
- Each island now progresses or "ticks" independently.
- Minecarts can now push other minecarts. The faster the tier of minecart, the more minecarts can be pushed.
- Added an automatically updating notice when launching the development branch of the game.
- Added several new sound effect variations around inventory management.
- Added a new milestone, "Curator" for discovering every item quality.
- Added the "Dedicated" milestone and milestone modifier, allowing players to set one that raises faster than all others, while the rest raise very slowly.
- Added
"gamemoderun"
support. - Added OLED burn-in protection for HUD/UI elements.
- Added a new help article about "Item Protection".
- Added two new milestones and modifiers to do with creature spawn rates.
- The "Move All" and "Move All of Quality" actions can now be bound to the action bar.
- Added notifiers when dual-wielding is enabled/disabled.
- Added fish bones and glue.
- You can now drag actions from context menus to the action bar.
- Added two new books.
- Added aberrant versions of all fish.
Improvements
- Tamed creatures now smartly follow you through cave entrances.
- The "Path to Tile: Preview" bindable has been removed in favor of it working automatically based on the modifiers of the "Path to Tile" bindable. IE, if you have "Path to Tile" set to "Shift + Click", it will automatically show the path preview on "Shift."
- Doodads used in crafts can now receive the "Aptitude" magical property.
- The "Grab All" button has been changed to a "Move All" button on all dialogs, transferring to the current quick-move target.
- The "Best for Crafting" sort is now more accurately calculated to include "Aptitude" items. (Thanks Andrej27!)
- There is now a chance for looted bags/backpacks to contain some items.
- Each item will now have an associated skill (or skills) so that actions taken upon it (like refining) will use a more closely related skill. (Thanks DragonOvLeaves!)
- Players will no longer be woken up from rest/sleep if the player around them can't actually get to them.
- Added a visual for "over-fished" tiles.
- The default control for idle is now "." and "Spacebar" now opens the action menu for the facing tile. (Thanks muzzy!)
- The default bind for toggling auto-use on an action slot has been changed to CTRL + Space instead of just ALT (to prevent accidental hover inputs).
- Reworked trapdoor spider AI. They are no longer hidden by default, instead choosing locations to hide in. They no longer move while hidden, and will sometimes come out of hiding to go somewhere else.
- Civilization score is now done per zone in addition to the whole island, impacting the creature spawning of individual areas in the island.
- Reimplemented the "Uses:" list for item tooltips, reducing noise and improving visual consistency.
- Fire now has a chance to produce particle effects when damaging doodads or items.
- "Reference links" in the game's text, such as the hoverable links to items, creatures, doodads, skills, etc, now display a new "help" cursor to indicate that they are clickable for more information.
- Random creature movement has been reworked to feel less random and more like creatures deciding to move to specific places.
- You can now see the stack of tiles when inspecting them.
- Attack stats in tooltips now display values for main-hand and off-hand use. (Thanks Andrej27!)
- Renamed all "Toggle X" actions to "X or Y", for example, "Toggle Container" is now "Open or Close Container."
- Individual stats are now discovered for new players as they progress through the game.
- You can now disable the warning when attempting to gather from plants with no resources. (Thanks Hiran!)
- You can now disable the game playing audio in the background. (Thanks Kowalth!)
- The item that an action slot will use is now displayed on the action slot. Action slots set to use the "best item" show a star above the action.
- Spawned creatures from items will now have some despawn protection. (Thanks DragonOvLeaves!)
- The Steam overlay is now more consistently implemented and will no longer report itself working in some cases where it did not.
- The various "Drop on Action" gameplay settings now support the "Drop into Containers" option.
- Tamed creatures now move around less when near the player/not busy with another task.
- Deep holes will allow water to be routed 100% of the time.
- Players with high taming skills can see the exact turn count when creatures untame at.
- You can now see how many times you've tamed or petted a tamed creature.
- All previous mechanics involving reputation (such as claw worm spawning, treasure chest creature difficulty, and creature spawning in general) are now based on the zone's tier you are in.
- Tooltip headers have been redesigned to improve consistency and user experience between them.
- The "Range" and "Attack" that are specified in tooltips for weapons/tools will now update dynamically based on skill.
- When two items have the same effective tier for an action, instead of choosing the one of higher quality as the "best" item, the game now chooses the item with the higher base action tier (ie, the action tier when the item is normal quality), due to the base being higher implying that the item is better suited for the action. (Thanks riftborn!)
- Stat gain messages now display the skill that caused them to raise.
- The Doctor milestone modifier has been reworked into something a bit more interesting.
- When a creature is regenerating or healing from a damage type and they are already at maximum health, it will now show a +0 (instead of -0).
- There are now actions for moving the contents of containers (in both doodad & item form) between containers and to your inventory.
- Petting will now also increase the creature's maximum health (to a much lesser extent than re-taming/offering).
- Shippers will now spawn closer to lit lighthouses.
- Drawn maps are no longer stocked on merchants. (Thanks Dewred!)
- The Doctor milestone has been reworked to now be a discovery milestone and requires discovering all possible cures. Its information is displayed in status tooltips.
- Added a dedicated, toggleable option for "Disable Modifier Unlock Requirements" that is not locked behind Developer Mode, so players that don't want content locked behind milestones don't have to use a developer option to mark them all as completed.
- Lava is now lit with a darker shade of orange/red.
- Resting or sleeping will no longer reset hunger/thirst timers so they immediately tick down after one turn while resting/sleeping.
- Added an option to disable the quit confirmation in cases where save data would not be lost.
- Dismantling hide now uses the "Leatherworking" skill instead of "Tailoring".
- Tweaked and made consistent the color of bone items.
- Added an animation to the "till" and "pack ground" actions. (Thanks riftborn!)
- Dripstones and stills now have variable turns taken for desalination based on type.
- Multiplayer "Error code 2" now reveals the issue and potential fix for the user and/or server admin.
- The snow scarecrow will now leave behind non-meltable items when melted.
- When an item with a colored border (ie, by quality or by it nearly being destroyed or decayed) is highlighted, the border now is a brighter version of the normal color. (Thanks muzzy!)
- Fishing a tile that cannot support any fish or items will now say so (instead of saying overfished).
- Gathering no longer automatically picks up items.
- Mud is now spawned around swamps and will be located under swamp tiles when dug.
- Trapdoor spiders and claw worms now produce holes when revealed or spawned.
- Protection now persists through building and picking up items, for example, building a sailboat, riding it, and then picking it back up.
- Discovering an item of a new quality now displays a celebratory message.
- Items of undiscovered qualities on the ground now appear as the closest discovered quality instead of a "?"
- When tiles are referenced in messages/tooltips, they will now show their quality, magical status, renamed names and more.
- The "Replay" button will now reset turn modes and multiplayer options.
- Added tooltips for all buttons on the action bar.
- Menu sections are now highlighted when scrolled to via a section button.
- Damage notifier icons are now shown on heavily damaged items when thrown or fired on the tile instead of above the player.
- Dripstones and stills now show a purification counter in their tooltip.
- Rewrote the "not suitable to plant" message so that it makes sense when trying to plant a coconut. (Thanks Shim Panzé!)
- Equipped lit torches now provide heat.
- Swapping positions with creatures no longer causes an extra delay.
- Reduced the chance of merchants saying they had new stock after they already equipped or consumed it.
- Creatures will now keep a total of how many pets they have received which will impact (in addition to times tamed) command unlocks, taming chances, and more.
- Added a new "leaves" group which goats will now accept.
- "Drop All" and "Move All" action slot actions now use what is filtered in the player's inventory.
- Move/drop all binds and actions no longer move/drop equipped items.
- To help the user experience working through a quest line, "Next Quest:" buttons are now pinned to messages, ensuring that the player views the quest text as their pinned quest requirements update.
- The same item(s) can be traded back and forth several times between a merchant and a player at a cost penalty.
- Organic tiles will now always provide static resources when dug to better conform with doodads/plant resources. (Thanks DanekJovax!)
- Protected items that can't be used in crafting and dismantling will no longer be counted in the crafting/dismantle tooltip. (Thanks Feral Grumpicorn!)
- Changed some default action binds away from WASD keys, for example, Dismantle and Disassemble which caused many accidental actions.
- Multiple random items sourced from the same milestone modifier or challenge modifier into the same container are no longer duplicates.
- Some items are now excluded for random item milestone modifiers.
- Added a "Days" or "Nights" counter to the ferocity tooltip/inspection.
- The message log now supports infinite scroll, loading additional messages as necessary.
- The message log no longer forcibly keeps you at the latest message if you're trying to look at earlier messages. Scrolling back down to the latest message locks the scroll there again.
- The message log has been reimplemented for performance.
- Action slots no longer automatically switch to "best item" until you attempt to use the slot a second time. (Thanks muzzy!)
- Efficacy, success, quality chances and percentages are no longer shown when not meeting the requirements (as they were not accurate).
- The "worth" magical property now has a greater range of values possible.
- Magical doodads and bookcases that grant skill bonuses are now shown in the skill tooltips. (Thanks DanekJovax!)
- Killing creatures via traps, tamed creatures, or fire now provides the correct loot quality bonuses. (Thanks Art Shrival!)
- The "Hide Equipped Headgear" option now hides your equipped headgear for other players too (only if PVP is disabled.)
- You can now cage untamed creatures which uses the trapping skill and the creature's difficulty as a chance modifier.
- Cages now have different action tiers based on type/quality.
- Creatures now have an innate "worth" when caged to be used for trading and other purposes.
- Fires will now be more visible on tiles that contain items. (Thanks DerSimon!)
- Advancing island turns is now nearly instant at the cost of accuracy.
- Grabbing or clicking on an item from a container no longer makes the container active, allowing you to use the item "quick-move" feature between containers.
- Desktop users of Steam Deck will now be able to do normal desktop functions like toggling fullscreen mode and exporting local save files. (Thanks Geschrieben!)
- "Swords" are now referred to as "short swords".
- "Leather Hide" is now just "Hide" and "Tanned Leather" is now just "Leather".
- Void now displays as a separate unique graphic in maps.
- Health vignetting no longer shows in screenshot mode.
- Being hit additional times while delayed no longer increases your delay further.
- Added a message for when pouring water on a creature/player had no effect.
- Puddles now provide audio/visual cues when stepped on.
- "Enable Smooth Zooming" is now disabled when "Disable Movement Animations" is enabled.
- Piles of rocks now use the "mine" action instead of "chop" as their tool-based gather action.
- Container dialogs are no longer closed and reopened when changing state, such as when picking up a chest, or boarding/dismounting vehicles. The sort & sort direction now also persist between the states.
- The optional smooth zoom animation is now curved, starting fast and slowing down near the end, to make it feel better to use.
- Doodads that will be destroyed on pick-up will now warn you. (Thanks riftborn!)
- Picking up any vehicle will now only damage them by 1 instead of their damage multiplier.
- Improved support for slow multiplayer connections.
- You can now use the mouse to organize all items of a type or quality within a single container.
- You can now navigate backward and forward through your Inspect dialog inspection history.
- You can now sort skills by "recent".
- The milestones dialog now displays milestone icons & can be resized to display multiple columns.
- Added particle effects to crafting/dismantling/disassembling actions with colors based on the item.
- NPCs will now prefer to attack their attacker instead of the nearest player.
- "Animal Glue" is now "Bone Glue" and will only require bones instead of bones and offal.
- The "Keep Sort Active" option has been replaced with simply persisting the selected sort in containers. When manually reordering items, the sort changes to display "Custom" instead of a sort, as no sort is active anymore.
- The doodad version of "skill" magical properties will now have an "encircling" affix.
- Doodads that block the line of sight will now illuminate their surrounding tiles properly when on fire. (Thanks muzzy!)
- Some milestones are now hidden entirely until you complete previous milestones, to make the milestones dialog a bit less overwhelming. (IE Survivor reveals Weathered reveals Seasoned.)
- New items were added to the challenge mode's "get item" quests.
- Options for the action bar are now accessible via a new button alongside the "+" and "-" buttons.
- Improved the performance of displaying non-craftable items, and of dimming out irrelevant items in containers when one or more are highlighted.
- Improved performance of tooltips.
- Orb of Influence has been renamed to "Cracked Orb" to be used as a new magical component for unlocking the "alter" action.
- The "active container" highlight is now a tab on the side of containers. You can click the tab to manually set the active container instead of using the container the game thinks is best.
- The "open container" action now makes the container active if it's already open.
- "Copal" has been removed and replaced with "Hide Glue" with similar uses/efficacy.
- Updated "A Powdery Catalog" book. (Thanks Feral Grumpicorn!)
- When building or picking up containers, the container dialog now stays open.
- The skills and milestones dialogs now save their sort options when reloading the game. (Thanks 柯箴之!)
- The "days" shown on server details now are a cumulative total and average respectively across all islands.
- NPCs can no longer spawn within the line of sight of a player.
- "Dig With Hands" is no longer available on piles of rocks or other doodads. (Thanks muzzy!)
- Changed the "Rest" action to auto-use only when you have the "tired" status effect.
- "Gather With Hands" now has a description.
- Trampling fire now produces messages for partial/failure events.
- Equipment slots and action slots can now be inspected with the Inspect dialog.
- The islands dialog now displays waves as decorations between the islands.
- Updated the appearance of the weight tooltip.
- You will now receive a warning when overwatering small plants. (Thanks Zeτα!)
- Holding alt while slotting an item or action in the action bar now slots it with auto-use enabled.
- Container weight is now revalidated on reload (for save compatibility). (Thanks Veeyu!)
- NPCs will now attempt to move off of dangerous tiles.
- The "dangerous" creature tier has been renamed to "vicious" to differentiate it from the "danger level" mechanic.
- You can now sort milestones by "recent".
- Puddles now decay faster if walked on, but last a bit longer by default.
- Action slots containing an item now highlight when the mouse is over the item in your inventory.
- Useful item hover binds are now described in the inventory management help article.
- Your carry & max weight are now displayed in your inventory dialog with a tooltip.
- Updated some old references in the help articles.
- You can now click on most tooltip links to open that tooltip in the "Inspect" dialog, rather than needing to press shift+right click in all cases.
Balance
- Water container quality no longer provides use bonuses when drinking and can no longer receive the "Potency" magical property.
- Invisible and mystery milestones will now display their name/description/progress after reaching 50% completion.
- Removed the concept of "ingots" and replaced it with a "smelted" version of ore, reducing the amount of consumed materials needed to do metalworking.
- Scarecrows will now disable creature spawning in their radius (instead of just a chance).
- Smoothed out the range in which aberrant creature defense scales with player skills.
- You can no longer pick up vehicles with items in them - this functionality is reserved for containers only.
- Creature loot, creature resource quality, and treasure chest items have been increased per island distance, meaning you have to travel less far out to maximize rewards.
- Old educational scrolls now have the potential to provide more skill.
- Reduced the amount of food/water merchants will use, allowing them to keep more of their new/old stock.
- Reduced the weight of limestone and limestone powder.
- The "Collector" milestone now unlocks from just seeing items in containers in addition to collecting them in your inventory.
- Increased the quality of items merchants stock.
- Increased gem spawn rate and island maximums.
- Golems are now exponentially more formidable based on type.
- Ranged items now have an accuracy stat that determines the likelihood of hitting the intended target.
- Tin armor no longer has vulnerability to cold damage.
- Increased slime-splitting chances in the case where the slime was over its normal maximum health (more slime factory potential).
- The crafter milestone modifier now quadruples item durability.
- There is now a limit on how deep you can dig per tile and deep holes will block most movement and store more items when dropped.
- Increased cold and blunt vulnerability on bronze armor.
- Merchant and shipper spawning rules have been reworked so that the chance of additional NPCs is decreased for each additional NPC of that type already on the island. Additional flooring tiles also no longer increase the chance of them spawning besides what civilization score they provide. (Thanks Nameless!)
- Higher-tier creature zones now contain better resources (plants/ores/etc.)
- Ranged action skills (throwing, marksmanship, and fishing) are now also used to improve the accuracy of the action.
- Creature versus creature fights will now have increased damage (reducing the chance of seeing full-zero damage fights).
- Reduced the amount of empty tiles needed to produce a cave entrance so they aren't as rare to dig.
- Skeletons no longer attack immediately after animating.
- Decreased the maximum amount of hours you can sleep for.
- Using cages now costs durability. (Thanks riftborn!)
- Reduced the quality durability bonus of mastercrafted items slightly.
- Tactics now ramp up your attack accuracy a bit slower.
- Tamed creatures will now have a higher chance of having "pity" points of damage.
- There is now a tile stacking limit using the "Set Down" action.
- Vehicles can no longer be used as containers when inside your inventory.
- "Pacifier" and "Friendly" milestone modifiers now prefer land to spawn creatures on more than before.
- Building, picking up doodads, and placing tiles no longer reduces stamina based on the "Mining" skill.
- Slither suckers will now sometimes refuse to be unequipped.
- Doubled potential encircling magical properties/reduced normal skill magical property values by the same range.
- Challenge modifiers that apply permanent status effects can now appear alongside other challenge modifiers due to their effects being weakened in challenge mode.
- Arrowheads now have set durability (based on material) and can be repaired.
- Offering items to already tamed creatures will now also increase their max health (previously, they needed to completely untame for this to happen).
- Chickens now accept a larger variety of items.
- Crafts that create puddle byproducts will no longer create enough puddles to create water tiles. (Thanks warriorsforever482!)
- Hostile creatures will only attack tamed creatures when their owner is nearby. (Thanks warriorsforever482!)
- Tongs are now required for any blacksmithing craft or disassembly that requires fire.
- The chance of receiving a mastercrafted item now scales based on skill as well as the previous random chance and efficacy percentage with more weight being placed on skill/efficacy rather than pure randomness with higher caps on each.
- Increased the difficulty of crafts advanced through master slightly, making efficacy/skill more useful at higher levels.
- The "Alter" action no longer consumes the item, but instead uses its durability as a "charge".
- You can no longer jump while swimming.
- Initial skill(s) now start at a much higher value including all milestone modifiers that affect starting skills.
- Merchants no longer stock magical essence. (Thanks Veeyu!)
- Reduced maximum durability bonuses for qualities and reinforcing slightly.
- Tin items no longer require a sand cast flask when disassembling them.
- Dripstones will now take longer to desalinate in general.
- You can no longer disassemble dripstones and they now have a reduced weight when crafted.
- Increased the default rarity of non-normal quality items and magical properties slightly, but increased the bonuses provided through action tiers to get quality items.
- Changed the way that tattered maps increase cartography skill to prevent needing to walk around with maps open solely to gain more skill.
- Skeletons will now fall back into remains after killing a player.
- Mudskippers now accept more raw fish types and forms.
- Reduced default range for all ranged weapons/tools.
- Reduced the amount of ore per resource tile slightly.
- Sharp glass now required refined sand to craft.
- Shippers no longer stop to attack creatures if they are actively shipping items.
- Shippers now have a bit more offensive capabilities.
- Decreased the chances of digging into clay, granite or shallow water on dirt on coastal biomes.
- Aberrant fish no longer can move under the player.
- Creatures have reduced hostility towards shippers that are currently on a job.
- Skeleton attack damage has been decreased.
- Attacking your tamed creatures now decreases their happiness further.
- Decreased the skill check for tilling as well as increased the chance of gaining skill when failing.
- Reduced chances of hardened coils spawning on lava.
- Shippers no longer can have their boats damaged by creatures. (Thanks Nameless!)
- Increased shark attack and health values.
- Increased the minimum amount of turns to sleep/rest.
- Some milestone modifiers no longer give additional items when respawning as a new character in a multiplayer server with "Hardcore Respawns" enabled. (Thanks Kowalth!)
- The default travel distance for thrown items or ranged weapons is the "range" property in addition to a skill bonus instead of any value between 1 and the range/skill.
- Creatures in the coastal (starting island) caves now deal less damage.
- Increased the chances of digging a cave entrance slightly.
- All cloth armor will now have resistance to slashing instead of a vulnerability.
- Default inventory items (with no milestones set) no longer have a chance to be of higher quality.
- Increased the maximum starting hunger by 5 points.
- Rebalanced the item drops when fishing in different water types/locations.
- When gaining stats through the use of items, it will now reset player's timers, so it will no longer be possible for example to lose a point in hunger immediately after consuming food. (Thanks Crows!)
- Trampling fire can now increase or decrease its strength along with its ability to spread/be stomped out.
Bug Fixes
- Fixed a freeze sometimes happening when traveling. (Thanks Snowfious!)
- Fixed getting stuck on "Loading Sprites" when starting a new game after death/going back to the main menu. (Thanks Korintheblack!)
- Fixed many memory leaks.
- Fixed being able to dig down to make water deeper without taking water from the source.
- Confirmation prompts will now cancel path-to-tile, removing the chance of softlocks. (Thanks WokOnLeesBack!)
- Fixed old educational scrolls giving incorrect skill values. (Thanks Markus Faust!)
- Fixed item weight, milestones, and other variables not impacting crafted item durability properly. (Thanks Antennas To Heaven!)
- Fixed the "Crafter" milestone affecting non-crafted item durability. (Thanks SirKenithan!)
- Fixed durability limit on crafted items not getting the proper values in some instances.
- Fixed the maximum reinforcing durability value not scaling with the "Crafter" milestone modifier.
- Fixed a performance issue caused by action slots all recalculating their "best item" due to any item state change in a nearby container, such as durability going down. (Thanks Hiran!)
- Fixed Versatile milestone modifier overrides happening multiple times for each player in a multiplayer game.
- Fixed a performance issue caused by action slots that could potentially use any of an excessively large number of items in the inventory. (Thanks Hiran!)
- Fixed "Open Container" in the actions list being able to show a different container than the specific container in the action slot.
- Fixed "toggle hitched", "toggle tilled" and "toggle door propped open" actions not being discoverable. (Thanks Markus Faust!)
- Fixed digging beside water, consuming water tiles when it shouldn't have.
- Fixed "Featherweight" not getting the correct weight in some instances.
- Items that are not used in a crafting recipe, but that can be produced by disassembling an item that can't be crafted, can no longer roll the "Aptitude" magical property. (Thanks Andrej27!)
- Fixed the milestones dialog not being openable when milestones are disabled due to game mode or mods — even though discovery milestones are always unlockable now.
- Fixed the thaumaturgy tooltip being inaccurate based on adjacent doodad bonuses. (Thanks Hiran!)
- Fixed enter and spacebar no longer working to click focused buttons.
- Fixed some items able to receive the "Storing" magical property when they shouldn't have. (Thanks Hiran!)
- Fixed being able to execute two actions back to back instantly, skipping the delay.
- Fixed "Uncage" being referred to as "Release Creature". (Thanks Hiran!)
- Fixed an error when enabling/disabling mods.
- Fixed the slime splitting not spawning to the correct coordinates. (Thanks Andrej27!)
- Fixed an issue where the danger level and defense values of aberrant creatures were miscalculated.
- Fixed black powder sometimes appearing with too little durability.
- Fixed weight issues while refining items containing creatures. (Thanks Dewred!)
- Fixed lighting not getting updated when entering a cave for one turn. (Thanks muzzy!)
- Fixed magical insulation equipment showing information as if it were a container. (Thanks Kowalth!)
- Fixed creatures being able to spawn within view due to lighting issues. (Thanks Hiran!)
- Fixed the Operator milestone including non-executable actions. (Thanks Markus Faust!)
- Fixed wooden gates counting as an obstacle for ranged attacks. (Thanks Grub!)
- Fixed some internal stat comparisons being incorrect when there's a bonus. (Thanks Grub!)
- Fixed item inspections not updating after certain magical events.
- Fixed default action slots only being set when quitting to the main menu.
- Fixed a number of issues with the inspect dialog, causing blank inspection pages, inspecting after closing sometimes overwriting inspection history, etc.
- Fixed pangolins not performing their special ability. (Thanks Andrej27!)
- Fixed clear messages not always working.
- Fixed some items decaying not updating new UI item representations. (Thanks muzzy!)
- Fixed incorrect light levels (and colors) being calculated when multiple light sources existed on the same tile. (Thanks DragonOvLeaves!)
- Fixed some clay structures using stonecrafting instead of claythrowing. (Thanks Kowalth!)
- Fixed a bug where sleeping/resting would always reduce thirst over hunger when interrupted.
- Fixed cases where picking up items resulted in magical properties being added. (Thanks inquisitiveToast!)
- Fixed needing kindling and tinder to light built torches via "Start Fire". (Thanks Kowalth!)
- Fixed the menu navigation bindings navigating between inaccessible elements (for example, hidden elements, or things in the game screen while the pause menu is visible.)
- Fixed some things still ticking while being a ghost in hardcore mode.
- Items on the ground no longer appear as though they shift around as you move.
- Fixed excrement dropping on water. (Thanks Captain Tofu!)
- Fixed waterskins of goat milk not having worth. (Thanks King Smidgens!)
- Fixed some possible line-of-sight issues with old saves.
- Fixed milestones modifiers that granted stats not showing the correct value in messages. (Thanks KarmaChimera!)
- Fixed caves producing erroneous field of view sources. (Thanks SwordForTheLord!)
- Fixed slither suckers not appearing on your head due to "hide equipped headgear" setting.
- Fixed clearing action slots using the "-" icon not clearing auto actions.
- Fixed the "Operator" milestone requiring the discovery of mod-added actions.
- Fixed an issue where "pity" points of damage were not applied when creatures were fighting each other.
- Fixed stat bars animating from the end to the start when replenishing from 0. (Thanks riftborn!)
- Fixed shippers sometimes getting stuck close the the lighthouse without fully navigating towards it. (Thanks Hiran!)
- Fixed the "Replay" button not working correctly when dying on a different island than the starting island.
- Fixed riding a boat while in another boat extinguishing torches.
- Fixed tooltips not taking account of Wayward's custom window title bar. (Thanks riftborn!)
- Fixed recipes being sorted by name ascending when the crafting dialog is sorted by skill or category descending and vice versa. (Thanks riftborn!)
- Fixed the "Retailer" milestone modifier spawning merchants in water. (Thanks riftborn!)
- Fixed death greyscale thumbnail staying even after reviving.
- Fixed golems summoning themselves when breaking.
- Fixed the notes unread indicator icon not being scaled properly with interface scale/font style.
- Fixed tooltips not working for linked tile events (in messages and inspection.)
- Fixed many typteos. (Thanks 8TOES!)
- Fixed stat timers resetting to 0 on death instead of their max values, leading to players reducing thirst/hunger and regenerating health/stamina after a single turn/tick.
- Auto-use actions no longer attempt to gather germinating or other non-resource plants. (Thanks liarandathief!)
- Fixed multiple items not burning into the correct items.
- Fixed an issue where certain tools for certain actions would not benefit fully from their quality/tier. (Thanks Andrej27!)
- Fixed doodad damage notifiers being offset to the left after item damage notifiers are displayed.
- Fixed certain items not needing fire to be repaired or disassembled.
- Fixed creature vs creature damage not correctly taking immunities and regeneration into account. (Thanks riftborn!)
- Fixed disassembled items not keeping their custom names.
- Fixed many of the new discovery milestones not working at all in game modes other than "Hardcore".
- Fixed items that get changed from one item type into another while on the ground (like from decaying) not updating their name when hovered over them not changing their name in the tooltip.
- Fixed chemistry skill bonuses not resetting after unequipping the relevant item. (Thanks Andrej27!)
- Fixed some older game save conversions.
- Drastically improved the performance of opening the actions drawer by slotting an item without a primary use.
- Fixed disassembling items re-rolling magical properties. (Thanks muzzy!)
- Fixed full cages not being tradable properly.
- Fixed clearing messages on a server as a client not actually clearing the messages that are saved, resulting in loading the messages again the next time you join.
- Fixed generated tiles always being damaged when dug up. (Thanks muzzy!)
- Fixed the sub-container being named as the source of no space when placing items into a container of a container where the first container was full. (Thanks BeautifulNova!)
- Fixed danger level information acting strangely around the threshold of what is likely to kill you before you kill it. (Thanks crowsandlions!)
- Fixed fish rendering above players/NPCs.
- Fixed the action drawer appearing over action slots when in two-column mode.
- Fixed some items that were using the tinkering skill incorrectly when dismantling. (Thanks DragonOvLeaves!)
- Fixed attack and defense bonuses not being updated in item inspections when they changed/updated.
- Fixed an instance where the "Apocryphal" milestone was not updating. (Thanks Markus Faust!)
- Fixed magical property icons not updating in certain magical interactions.
- Fixed action slot hover tooltips not updating as turns progress. (Thanks 柯箴之!)
- Fixed some milestones not being triggered when "absorbing" items. (Thanks vinaaa8888!)
- Speculatively fixed items being burnt generating an error. (Thanks DanekJovax!)
- Fixed line of sight not being recalculated when placing walls. (Thanks muzzy!)
- Fixed issues when attempting to load games after failing to load another. (Thanks jtg!)
- Fixed the internal application zoom level of Wayward being stuck in whatever the legacy
"zoomFactor"
feature was set to previously before we stopped supporting it. (Thanks Hiran!) - Fixed the small equipment menu close button getting clipped on hover.
- Fixed attacking locked chests giving two "Tactics" gains.
- Fixed allowing to attempt to drop items onto tiles that couldn't be dropped onto based on the item weight.
- Fixed dropping items onto tiles sometimes saying a "pile of items is in the way" erroneously.
- Fixed some visual inconsistencies with the message log, especially between different positions.
- Fixed tooltips being anchored around items' previous positions instead of their current positions, for example after scrolling in a container or moving a dialog. (Thanks muzzy!)
- Fixed commas and brackets being misplaced in item tooltips. (Thanks Ratha Wynter!)
- Fixed line of sight not being calculated when stepping outside of a cave after loading a save. (Thanks muzzy!)
- Fixed the attack information tooltip showing the wrong range values.
- Fixed melee damage types showing in the ranged attack info in the attack tooltip.
- Fixed item decay not updating properly when moving to and from cave entrances.
- Fixed decay rates being incorrect until passing a turn while hovering over the item.
- Fixed older save games not getting the proper original version leading to corrupted world generation.
- Added a hard limit on map size when drawing maps to reduce loading/performance issues.
- Fixed note titles not having the proper sizing.
- Fixed corpses not being pluralized in tooltips.
- Removed the "NewCraftingDialog" UI experiment for now. (Thanks GWIDON!)
- Fixed some layout issues with highscore rows.
- Fixed an issue where creatures were not pathfinding towards the player over long distances.
- Fixed the "Traitor" milestone description giving incorrect values.
- Fixed dismantle tooltip flickering when hovering over it while turns pass.
- Fixed some crafts not creating a puddle byproduct when using liquid.
- Fixed tooltip tile quality color not updating when hovering over while it changes.
- Fixed being able to import global save data as a game save and vice versa. (Thanks tr1ger1n86!)
- Fixed a build item animation appearing for a frame or two when hopping between vehicles. (Thanks Veeyu!)
- Fixed "Move Item" actions not displaying a red message and preventing use when the item(s) don't fit in a container.
- Fixed the ride action on an adjacent minecart picking up the current minecart.
- Fixed being able to run some actions on top of players that are connecting to the multiplayer server.
- Fixed being able to have games with "undefined" names on dedicated servers.
- Fixed action menus not updating "can use" status when other players move in front of where you are facing.
- Fixed "unknown" items showing up as "1" on the ground, or blank in messages instead of "unknown" items.
- Fixed protected black powder being consumed.
- Fixed action slot usage not updating when going up/down levels or when teleporting.
- Speculatively fixed the possibility of items going to -1 decay. (Thanks muzzy!)
- Fixed item hover effects being disabled by the decay/durability bars. (Thanks muzzy!)
- Fixed decayed items not benefiting from "Hoarding".
- Fixed the defense inspect not updating changes to base defense values.
- Fixed aberrant spawn customizations tooltips showing incorrect titles. (Thanks 柯箴之!)
- Fixed the available ingredients for crafts/dismantles showing protected items that won't be used in the count. (Thanks muzzy!)
- Fixed assign to action slot binds not working.
- Fixed the actions drawer considering many actions applicable with any item type.
- Fixed cage names showing a variable in certain situations. (Thanks 柯箴之!)
- Fixed tooltips not updating in the world when moving.
- Fixed seawater not being able to take over deep swamp/fresh water. (Thanks King Smidgens!)
- Fixed gathering swamp water not reducing water levels properly.
- Fixed dismantle tooltips disappearing quickly in real-time mode. (Thanks Silverspeedy!)
- Fixed water contamination logic failing when intersecting three different types of water. (Thanks King Smidgens!)
- Fixed low maximum durability items being repairable when protected even though repairing would destroy the item. (Thanks BeautifulNova!)
- Fixed mudskippers not being correctly spawned.
- Fixed tooltips occasionally flickering when moving.
- Fixed dismantle output looking janky in tooltips.
- Implemented a speculative fix for some mod registrations (for example, bindables) internally caching too early, causing some to be left out.
- Fixed fires being able to exist in the "extinguished" status. (Thanks muzzy!)
- Fixed the daily challenge name being done in local time instead of UTC like the seed. (Thanks muzzy!)
- Fixed protected seeds being plantable. (Thanks muzzy!)
- Fixed some fairy ring templates not working.
- Fixed the player sprite wiggling on coordinates equal to the power of 2.
- Fixed "blank" items being generated from burning. (Thanks tr1ger1n86!)
- Fixed sometimes not getting a starting skill.
- Fixed efficacy being inaccurate when using grouped items. (Thanks Aresff!)
- Fixed map dialog staying open after traveling. (Thanks muzzy!)
- Fixed the "replay" button not forwarding to the new game menu from the death & win screens. (Thanks BeautifulNova!)
- Fixed many instances of actions appearing in item right-click menus that are irrelevant and impossible.
- Fixed the bindings menu being blank when playing on a really old save with old saved bindings.
- Fixed errors in messages no longer having tooltips.
- Fixed decayed items not being able to be unequipped on NPCs. (Thanks Nameless!)
- Fixed item move actions not having tooltips.
- Fixed no sound effect playing when reorganizing items in your inventory.
- Fixed dripstones appearing lower on the tile.
- Fixed the "Apocryphal" milestone not triggering after using some magical component actions.
- Fixed stat bars animating in tooltips.
- Fixed creatures appearing over the top of trees in certain instances.
- Fixed path to tile only moving one step at a time or prematurely cancelling movement.
- Fixed the reset options button not actually resetting some options like font style, audio, or language.
- Speculatively fixed auto actions not executing in multiplayer games under certain conditions until server is restarted.
- Fixed item-related memory leaks. (Thanks SwordForTheLord!)
- Fixed fire trampling being too common over decreasing/increasing its spread.
- Fixed NPCs not tracking damage from traps, fire, and other non-combat damage events.
- Drastically improved the performance of having large numbers of action slots and large numbers of visible items.
- Fixed raw clay mortar and pestle not being disassemblable. (Thanks muzzy!)
- Fixed teleporting using stamina when encumbered.
- Fixed ferocity display not being accurate. (Thanks Sensakuma!)
- Fixed protected items being shown in red when they could be used in disassembly. (Thanks muzzy!)
Technical
- Upgraded to Electron 33.
- The macOS build has been notarized.
- Updated to Steam Linux Runtime 3.0 (Sniper)
- Removed some launch options that no longer work.
- Made the game handle submenu context menu options getting replaced a bit more graceful. (Thanks Hiran!)
- Fixed the "Reload Stylesheets" binding messing up stylesheet order.
- Reworked the internals of the translation system and text rendering to "unflatten" it. This should result in fewer bugs around special text blocks inside other special text blocks.
- The outlines around items in your inventory, containers, and the crafting dialog are generated automatically when the game is loading. This process has been sped up by around 50-60%.
- Generated item outline sprites are now cached in a better way, potentially preventing some hangs on "Loading Items".
- Added checksums to save data for save corruption diagnosis.
- Disabled image outline generation logic on dedicated servers.
- Improved the speed of image outline sprite generation.
- Reworked some ActionArgument functionality to allow for custom argument types.
- Improved load times when joining a multiplayer game with players on many different islands.
- Refactored the internals of the Mod system.
Modding
- Mod content registrations are now available on the main menu. Note that the registration IDs on the main menu may be different than those within a save. To convert a save enum to the global enum or vice versa, use
"Enums.getGlobalEnumFromSaveEnum()"
and"Enums.getSaveEnumFromGlobalEnum()"
. - Added
"onAiChange"
and"onSpawn"
events for creatures. - Fixed modded
"ItemTypeGroup"
s not including nested"ItemTypeGroup"
items. - Fixed
"@Register.itemExtra"
and"@Register.doodadExtra"
being missing. - Fixed modded item groups not being handled correctly. (Thanks Hiran!)
"@Register.override"
now requires a"time"
parameter of when the override should be applied.- Fixed ranged weapons that generate their own ammo, generating ammo with random magical properties. (Thanks Hiran!)
- Tile groups are now moddable.
- Fixed
"Registry().get"
placeholders not being resolved when used inside Sets and Maps in mod registrations. - Separated
"storeDisassemblyItems"
(previously"disassemble"
) and"canDisassemble"
so data can be stored if needed without the player being able to disassemble. (Thanks TTastic!) - Added the
"dropItemsOnMelt"
property to items which extends to doodads created from items. (Thanks TTastic!)
Mods
Debug Tools
- Added a "Fast Forward" feature that will skip turns/ticks.
- Added the ability to increase/decrease stat maximum values.
- You can now view and edit creature AI when inspecting them.
- Added History panel & section of entity inspections, to track action usage.
- Healing yourself will no longer disable noclip.
- You can now add all items matching the dropdown filter text to a container.
- Fixed revert death not restoring fog.
- The "inspect item" binding now works much more consistently.
- The island dropdown now shows the island's coordinates and is now sorted by that.
- Fixed changing maximum health not saving/updating properly.
- Filtered out heat & cold insulation from the editable stats in the Inspect dialog. (Thanks TheUnnamedStranger!)
- Fixed "Revert Death" being duplicated when canceling or quitting the game.
- Added a button to player inspection to clear written notes.
- Added a "Crash WebGL" button for testing purposes.
- You can no longer "kill" players that are already dead.
- Improved noclip interactions with other players & creatures.
- Fixed unlocked camera not rendering updates properly.
- Added option to disable character graphics.
- Fast movement has been separated from no clip mode, allowing you to use it with or without fast movement.
- Fixed item tools disappearing under certain conditions.
- Fixed bulk item durability/decay actions not working correctly in multiplayer, causing desyncs.
- Renamed the Invulnerable option to Unkillable. (Thanks TheUnnamedStranger!)
- Fixed revert death button only showing up the first time you die.
- Added a panel to inspect NPC spawn intervals & chances.
- Fixed pixel-perfect issues with the selection panel viewport.
- Fixed issues when removing hitches that had creatures attached.
- Fixed a desync when respawning on a server with "Hardcore Respawns" enabled.
- Fixed turn issues when using the "kill" command in multiplayer games.
- Fixed unlocked camera Y offset.
- You can now hide the version information and add quadrant buttons.
Argus
- Added an action icon to "See All".
TARS
- Improved navigation logic to avoid scary creatures.
- Will now sometimes move multiple items at once.
- Added a "slow mode" to simulate periods of "thinking".
- Added an option to allow TARS to unlock notes as normal.
- The default binds for toggling TARS has changed to "Pause", and "Home" to open the TARS dialog.
- Improved performance on large games.
- Fixed creating & deleting NPCs not working unless TARS is stopped.
- Fixed affinity for making chests.
- Fixed getting stuck reducing weight on full tile
- No longer attempts to craft illegal items.
- Added option for controlling if TARS should start all water stills/dripstones around the base.
- Improved determination on what creature is a threat or not.
Troposphere
- Fixed creatures not moving on older saves. (Thanks Tapenki!)
- Fixed cloud water not rendering correctly.
- Cloudstones no longer weigh as much.
- Nimbus is no longer crafted with snowflakes and increased the feathers/cloudstones required to craft it.
- Added action icons for "Fly to Troposphere" and "Gather Rainbow".
Magicology
- Added an item group for craftable items.
Beacon's Call Update #5
Beta 2.13.5
August 5th, 2023
New
- Action slots that aren't configured to use specific items are now automatically brought into new saves by default. This functionality can be disabled in the action bar options.
- Added an option to configure the screen position of the Steam Input Keyboard on Steam Deck.
Improvements
- Using the + and - buttons in the action bar now add and remove whole rows at a time instead of individual action slots. You can hold shift if you want to add/remove individual slots still.
- Only automatically open the Steam Input Keyboard on Steam Deck when the text input is important or when the input is clicked again.
- You can now change the default modifier order for action bar rows. (For example, by default the rows are None, Ctrl, Shift, Alt, and you can change it to None, Shift, Ctrl, Alt, among all other possible combinations.) This feature can still be overridden by setting custom slot bindables.
- The primary resource of basalt ground is now basalt.
Balance
- You can no longer learn recipes from crafted items from other players when using the Rouseabout milestone modifier.
Bug Fixes
- Fixed sleeping/resting taking too long/locking up the game. (Thanks CaptainSparklebutt!)
- Fixed action slots becoming very slow on islands with an excessive amount of items. (Thanks Veeyu!)
- Fixed generated doodads getting incorrect weight values. (Thanks Anketam!)
- Fixed multiple items that could go under 0.1 weight using featherweight and refining. (Thanks King Smidgens!)
- Fixed glowing magical properties not stacking with torches properly. (Thanks Aresff!)
- Fixed exuding leading to decimal values sometimes.
- Fixed "void" being able to be a treasure location. Note that this fix will only apply to treasure maps for islands generated after this update. (Thanks Veeyu!)
- Fixed rare multiplayer desyncs related to magic properties.
- Fixed multiplayer desyncs when using the upgrade action. (Thanks Veeyu!)
- Fixed {1} after crafting efficacy in messages. (Thanks Nameless!)
- Fixed soem typos.
Modding
- Mod compilation should now be faster due to no longer typechecking the base game definitions when compiling a mod.
- Fixed
"@Register.stat"
requiring a tooltip. (Thanks Sensakuma!)
Mods
TARS
- Fixed TARS getting stuck when overburdened.
- Fixed issues regarding picking up dripstones. (Thanks GrayStillPlays!)
- Fixed TARS killing a creature and then forgetting to carve it.
Beacon's Call Update #4
Beta 2.13.4
July 5th, 2023
Improvements
- You can now hold the mouse down on action slots to keep using them.
- You can now "auto-use" action slots when overburdened — when no slots are usable, the "walk to tile" path will be cancelled. When overburdened, "walk to tile" is no longer available.
- The "eat" action now prefers using items with less decay time remaining first. (Thanks httpsnet!)
- "Auto-use" now no longer automatically uses actions when you have no stamina. (Thanks Grub!)
- Island distance calculations are now circular — sailing in any direction changes things at a fixed rate, rather than diagonals increasing faster.
- The Starter Quest now explains input sequences for assigning items to action slots.
- The Starter Quest now teaches how to use action slots without items.
Bug Fixes
- Magical item properties are now absorbed and exuded as percentages, fixing issues with featherweight and other properties based on item stats. (Thanks Veeyu!)
- Fixed action bar bindings being used over context menu bindings. (Thanks Aresff!)
- Fixed "Move All" actions in the item actions menu not displaying type & quality anymore. (Thanks Kargen Dracos!)
- Fixed being able to move on top of other players while they are connecting.
- Fixed far-away islands not having tooltips or being clickable in the islands dialog. (Thanks Deadpull!)
- Fixed taking damage sometimes not stopping path to tile. (Thanks Grub!)
- Fixed multiplayer desyncs related to dangerous movement animations. (Thanks Veeyu!)
- Fixed multiplayer desyncs that occurred when multiple players, who were on different islands, were all joining at the same time.
- Fixed multiplayer desyncs that occurred when traveling. (Thanks Veeyu!)
- Fixed certain plants being spawned as "bare". (Thanks Veeyu!)
- Fixed action slot action icons no longer having transparency when not usable. (Thanks Rainshine!)
- Fixed outdated references to old recipes in the Starter Quest. (Thanks Storm!)
- Fixed action slot tooltips being incredibly laggy and flickery. (They are now only slightly laggy and flickery. (Further down the line we'll rework the internal systems behind tooltips to get them faster. (Hopefully.)))
- Fixed the active container icon being broken on higher interface scales. (Thanks ChrisLivingIt!)
- Fixed tile quality not transferring in some cases.
Modding
- A development version of the Wayward Types Viewer is now published nightly.
- A development version of the English language file is now published nightly.
Beacon's Call Update #3
Beta 2.13.3
July 2nd, 2023
New
- Added support for Apple Silicon.
Improvements
- Action slot tooltips now filter the item information down to only what's relevant to the item in the slot. You can still hold "shift" by default to show the hidden information.
- Badderlocks no longer decay, aloe vera bandages no longer disassemble with aloe vera leaves, and cactus scarecrows now use cactus ribs for crafting. These changes prevent issues where disassembling caused decay values for the sub-components to "freeze" in place.
- The sorting and direction of all dialogs will now be saved. (Thanks 柯箴之!)
- Action tier information is now displayed in action menus and slots.
- Action slot tooltips now display the current "item mode", whether it's an exact item, by type & quality, by type, or any item.
- Backups are now contained within a folder based on the current active Steam account.
- Dismantling items will no longer provide two prompts when attempting to dismantle with an item that will break on use (if both on use/on dismantle were set). (Thanks Kargen Dracos!)
- You can now drink and pour directly from peeled coconuts without making a container out of them first.
- Peeled coconuts now act as a liquid when broken or placed on a fire and can be used in crafts.
- The "tap" input in bindings now appears as an icon.
- Action slots now display a * symbol by the action when they're in "any item of type" and "any item of quality" modes.
- The active dialog (where quick-moved items will go) is now indicated via an icon and a white border.
- The "Use When Moving" feature has been renamed to "Auto-Use".
- You can now use ctrl + enter "Submit" binding in the actions drawer to accept the current configuration.
- Some icons in bindings now have tooltips describing what they mean.
- Hints are no longer displayed in action slot tooltips when showing more information, to save screen space.
- The text "hover item" is no longer shown on every binding in the bindings menu.
- Mods that aren't enabled now appear white in the mod list tooltip on multiplayer servers, and mods that can't be found appear orange.
- The "mods" button on the main menu now has a tooltip displaying which mods are enabled.
- The viewport now resizes when screen DPI changes.
- The "Locksmith" milestone modifier description now should be more clear on its effects. (Thanks Veeyu!)
- Stat bars no longer appear to refill when at 0 or below.
- Unpublished mods (mods without
"publishedFileId"
) are now displayed on the "mods" icon in the multiplayer menu, and when joining the server, only other unpublished copies of the mod can be used. (Thanks HDJam!) - Added a warning when hosting a server when unpublished mods (mods without
"publishedFileId"
s) are enabled. (Thanks HDJam!) - Some places in the game that previously couldn't show the left click icon and instead would show "Left Click" as text now show the left click icon. (Thanks 柯箴之!)
- Improved consistency of water/ice particle colors.
- Testing well depth now creates puddles.
Balance
- Friendly and Pacifier milestones will now prefer land-based creatures to spawn.
- Claw worms now skip the turn they were stirred up on. (Thanks httpsnet!)
- Reverted a change to small bags so their preservation rate is back to previous values, but reduced their storage capacity instead.
- Scarecrows now provide civilization score.
- Peeled coconuts now decay into coconut meat first before rotting vegetation.
- Reduced maximum decay of coconut meat and peeled coconuts.
Bug Fixes
- Fixed solar stills not refilling properly. (Thanks psusi!)
- Fixed not being able to set action slots to "any item" and an action if all items currently matching are protected. (Thanks Kargen Dracos!)
- Fixed shooting ranged weapons not adhering to protection in some cases. (Thanks Hiran!)
- Fixed screen flickering when resizing inventory, container, and crafting dialogs.
- Fixed tamed creature "command" action default bindings not working. (Thanks Eudae!)
- Fixed disassembling items resetting their base component decay values. (Thanks Kargen Dracos!)
- Fixed "Abnormalizer" spawning aberrant versions of creatures via item interactions. (Thanks DerSimon!)
- Fixed a decay exploit with torches among other decay inconsistencies. (Thanks httpsnet!)
- Fixed many tile quality inconsistencies.
- Fixed stat bars transitioning between widths when UI effects are disabled.
- Fixed lava/cooling lava not animating correctly.
- Fixed some actions not checking whether they're truly applicable on specific items, such as whether an item can be refueled. (Thanks Feral Grumpicorn!)
- Fixed a strange "scan-line" like effect when stamina is very low, above zero, and UI effects are disabled.
- Fixed movement-related bindings sometimes taking precedence over context menu ones. (Thanks Eudae!)
- Fixed templates generating with wrong-facing doors and fence gates. (Thanks Veeyu!)
- Fixed being able to click/interact/hover over invisible islands in the islands dialog. (Thanks httpsnet!)
- Fixed not being able to use "x with y" actions in "any item of type" mode.
- Fixed slither suckers persisting in containers and on the ground after throwing them. (Thanks httpsnet!)
- Fixed the "mod not installed" error displaying the text "{name}@{version}" when failing to connect to a server.
- Fixed movement in vehicles being blocked by creatures (fish) and doodads being under you. (Thanks httpsnet!)
- Fixed thrown weapons costing two durability when hitting creatures/doodads. (Thanks Grub!)
- Potentially fixed some issues that could cause broken drawn and tattered maps. (Thanks Crows!)
- Fixed messages not being scrolled all the way down when first loading a save.
- Fixed not getting visual feedback for the context menu option you chose when using its binding.
- Fixed the Helmsman milestone not counting biomes correctly. (Thanks httpsnet!)
- Fixed some "x with y" actions no longer being slottable if the item is not currently able to be "x"d.
- Fixed pressing enter while in the actions drawer filter input making the actions drawer always close no matter what you try to do in it.
- Fixed some incorrect liquid particle colors on swamp/fresh/freezing water.
- Fixed "show more" binding not working in action menus.
- Fixed some cases where actions could be unusable due to missing requirements without a message.
- Fixed removed or modified modded quests sometimes appearing to be incomplete for players when in the "completed" category. (Thanks Gyuri (kustox)!)
- Fixed quests dialog failing to display quests or displaying the wrong quests when modded quests have been changed or modified. (Thanks Gyuri (kustox)!)
- Fixed future potential issues regarding duplicate/incorrect notes being granted via the Notekeeper milestone. (Thanks Matthew Cline!)
- Fixed various issues for modded world layers
- Fixed some issues with tile qualities.
- Fixed some actions not being named properly for the "Operator" milestone. (Thanks 柯箴之!)
- Fixed the "Trapper" milestone modifier not reducing skill gain rate. (Thanks Veeyu!)
- Fixed the close button being able to be pushed off of the map dialog. (Thanks Gyuri (kustox)!)
- Fixed incorrect item animation positions when attaching/detaching containers from solar stills.
- Fixed the "disable all" mods button sometimes causing prompts to appear.
- Fixed some mods incorrectly scrolling to the "other" section in options on enable. (Thanks 柯箴之!)
- Fixed tooltip position shifting when toggling more information shown.
- Fixed mod images not getting scaled using bilinear filtering.
- Fixed pinned message borders being cut off.
- Fixed website links in messages not working.
Technical
- Miscellaneous multiplayer matchmaking server improvements.
- Migrated Discord integration to the Discord GameSDK.
- Upgraded to Electron 22.3.14
Modding
- Prompts are now more easily moddable.
- Reduced the chance of publishing the same mod separately multiple times.
Mods
Debug Tools
- Allow zooming in the selection panel
- Fixed not being able to inspect modded world layers.
Magicology
- Fixed multiplayer desyncs.
Balancing Tools
- Creatures now spawn in order of spawning reputation (based on biome type).
- Fixed spawn creature lanes not working for modded creatures.
Troposphere
- Fixed the overworld not rendering properly when looking down from the troposphere.
- Fixed creatures not being able to move.
- Fixed cloud/storm boulder rendering issues.
- Fixed doodads regenerating each load.
Beacon's Call Update #2
Beta 2.13.2
June 12th, 2023
New
- Added "dripstones", a simplified desalination device.
- Required Steam Workshop mods are now automatically downloaded when joining multiplayer servers.
- Added a "drop on disassemble" option.
- Added "fairy rings" to the wetlands biome.
Improvements
- Changed the reputation stat display to instead display "Ferocity", the threat level of spawned creatures, based on your reputation.
- Added icons to container dialog titles.
- Naturally created caves can no longer generate side by side to each other.
- Improved cave entrance generation. Cave entrances can no longer be narrow corridors and may generate in more interesting spots on the overworld.
- Items now appear at half resolution in 0.5x interface scale.
- Normal quality items now have a faint border to help darker items pop out from dialogs.
- NPCs will now swap positions with players if they are on a cave entrance when they ascend or descend.
- Randomly discovering and digging up treasure is now more of a surprise and doesn't spawn treasure guardians.
- Item decay now displays the exact turns remaining when less than 200.
- Item piles are now distributed around doodads instead of on top of them.
- When dropping items on piles of items that are visually full, the placement will now cycle through the top row.
- Piles of items are now shown visually larger/more spread out.
- Protected spyglasses or sextants can no longer be used for travel if they would break. (Thanks DerSimon!)
- You can no longer attempt to start fires on cave entrances; however, you can now set fire to collapsed cave entrances. (Thanks httpsnet!)
- Add internal "contexts" to bindables in order to reduce the number of conflict warnings in the bindings menu.
- "Toggle container" is now the default action for containers instead of "open container".
- Improved and fixed some issues with the defense inspection. There are now tooltips on some details in this inspection to help players understand how insulation works a bit better.
- Lit or unlit torches can no longer receive the elemental damage magical property. (Thanks DerSimon!)
- FOV transitions are now disabled when movement animation is disabled.
- The "Not for Sale item" grouping is no longer visible to players.
Balance
- Coastal islands now can have fresh water springs located in large mountain ranges.
- Water now has a chance of being depleted when routing it and not being from a large enough source.
- Water stills have been converted to metal-based boiler devices; a more advanced craft and desalination device.
- Gaining stats no longer affects reputation.
- Treasure chest guardians will now only spawn when digging chests at lower reputation levels.
- Water stills will now desalinate water slightly faster.
- Krakens no longer spawn by default in cave water on coastal.
- When digging/mining up cave entrances, you can no longer dig/mine into single tile caves.
- Water stills have been removed from the Starter Quest and replaced with a boiling fresh water quest.
- When using the Starter Quest on the coastal biome, you will now spawn by a pond.
- New players can no longer start with unpurified forms of water.
- Increased the size at which a water source becomes "permanent" where no water is lost on gather.
- The wetlands biome no longer produces as much fertile soil (or civilization score). (Thanks Chernosliv84!)
- Increased the distance in which cave entrances can appear next to each other when digging/mining.
- You now have to see your trap go off to get skill from it; however, building traps now raises your trapping skill.
- Reduced the chance of drake firebreathing when in combat.
- Increased the lockpicking difficulty and durability of chests above wooden.
- Reduced preservation chance of small bags.
- Backpacks now provide 2 defense instead of 1.
Bug Fixes
- Fixed attempting to sleep/rest nearby hostile creatures not waking the player. (Thanks Dragons!)
- Fixed multiple treasures spawning in the same locations with identical treasure maps to go along with them. Note that this fix will only apply to new islands. (Thanks num ca nem vi!)
- Fixed being able to replace unpassable tiles with water using puddles. (Thanks httpsnet!)
- Fixed doodad and item spawn chances being distributed incorrectly.
- Upon upgrading a save to Beacon's Call (Update 2), any temperature will be recalculated, potentially fixing strange artifacts where heat appears to be generated from nothing. (Thanks httpsnet!)
- Fixed temperature persisting on lit doodad. (Thanks psusi!)
- Fixed digging for treasure still producing tile resources/changes when failing a skill check at digging up the treasure.
- Fixed many issues with lower interface scales.
- Fixed being able to set things down out of bounds or on void tiles. (Thanks Gyuri (kustox)!)
- Fixed bows not displaying the correct attack value in their tooltip. (Thanks Axxron, Scourge of the tts!)
- Fixed several issues when attempting to spawn water creatures when dropping food. (Thanks DerSimon!)
- Fixed "fire extinguisher" items not triggering "melted" properties. (Thanks Kitsune!)
- Fixed the "Template" biome from showing up in custom game mode options.
- Fixed swapping tiles with fish allowing them to go on to land. (Thanks DerSimon!)
- Fixed not being able to open item containers when facing an NPC.
- Fixed containers reporting the wrong weight when performing certain actions with items. (Thanks sechsauge!)
- Fixed skeletal remains not spawning correctly on wetlands biomes.
- Fixed cypress trees spawning on shallow fresh water on the coastal and wetlands biome (this should have been shallow swamp water).
- Fixed items with damage modifiers not burning into other items properly. (Thanks DerSimon!)
- Fix selected save count in the load game menu not getting updated when deleting an individual save.
- Fixed some plants and mushrooms spawning on grass in the wetlands biome.
- Fixed certain types of puddles not being removed properly. (Thanks tr1ger1n86!)
- Fixed stat bar color when empty and UI effects are disabled.
- Fixed a multiplayer desync that occurred when joining a server. (Thanks Kitsune!)
- Some old messages that appear in the message log have been fixed.
- Fixed an instance where lit doodads could show embers even though the stage of the fire was greater. (Thanks Petalwing!)
- The "Turns" value on save slot tooltips now matches the "Turns" value in the Reputation tooltip. (Thanks httpsnet!)
- Fixed mods list not always updating when removing mods.
- Fixed the loading screen being able to get stuck when failing to join a server that has mods.
- Fixed "alter" action not working on elemental damage type magical properties. (Thanks DerSimon!)
- Fixed mod count on the main menu not always being correct.
- Fixed the action slot icon persisting on an item after it had been cleared using the "Clear Slot" button in the actions drawer. (Thanks Petalwing!)
- Fixed "You cannot do that" messages appearing when pathing to tiles while using a "use slot while moving" action slot. (Thanks DerSimon!)
- Fixed Starter Quest dialog not remembering the last selection when re-opening the dialog.
- Fixed player names being incorrectly cased when used in messages where the sentence starts with their name.
- Fixed issues when attempting to load the same mod locally and through the workshop. (Thanks 柯箴之!)
- Fixed opened containers within chests not re-opening when loading a game.
Modding
- Stat gain (ie, Metabolism, Dexterity, and Strength) has been refactored to give modders full control over how custom stats are gained. (Thanks Sensakuma!)
- Added
"@Register.override"
, a new, automatically-handled way of tweaking vanilla content. (Thanks Sensakuma!) - Fixed app.asar not extracting properly. (Thanks huck!)
- When creating or updating a +script mod, your Node.js version is now compared to the version we recommend, and a warning is shown if it's out of date.
- Added
"@Register.equipType"
, allowing modders to add their own equipment slots. (Thanks olatuf!)
Mods
Debug Tools
- You can now teleport to treasure positions.
- Fixed numerous issues with the island dropdown in the general panel.
- Fixed the "layers" dropdown.
- Fixed tooltip flickering due to tile temperature inspection.
- Remember the last selected panel when re-opening the dialog.
Beacon's Call Update #1
Beta 2.13.1
May 14th, 2023
New
- Departing an island with a lit lighthouse on it now adds a bonus to your travel range.
- You can now put "drop all" in an action slot to drop every item in your inventory. (Up to what fills the tile.)
Improvements
- Removed messages, action, and item actions from the menu bar for a simplified new user experience and better compatibility for lower resolutions/higher interface scaling.
- Improved the appearance of the crafting/dismantle dialog tabs.
- Dialog titles now display their current keybinding.
- Tweaked the UI for when the game is paused to hopefully make it easier to tell that the game is paused, and what to do to unpause.
- Merchants will now never stock past 75% of their weight. (Thanks Gyuri (kustox)!)
- Increased maximum width of tooltips on low resolutions, and reduced maximum width of tooltips on high resolutions, to result in a more consistent tooltip size overall.
- Improved the readability of the island name/arrival text on small resolution/higher interface scaling.
- Dialog titles now display their icons.
- The warning when crafting with items that may break is now disabled by default for a better new player experience.
- Improved the default column size in category/skill views in the crafting dialog when using interface scales above 1.
- You can now dismount boats when over top of corpses.
- Some creatures now count as a fire source when being comforted while resting/sleeping.
- Updated some outdated areas of the help menu.
- Older UI buttons now use the same click sound effect as newer UI buttons.
Balance
- Player spawns on coastal islands have been rebalanced so starting on small off-shore islands should no longer be possible.
- Standing by heat sources will now increase the chance of healing the frostbite status, but may also hurt you further if the heat source is too hot.
- Decreased skeleton difficulty.
- Hobgoblins, acid spitter demons, ice elementals, and dryads now have blunt damage vulnerability while increasing/adding their resistance to slashing or piercing.
- Increased the rarity of x3/x4 thirst/hunger challenges and increased their difficulty rating in challenge mode.
Bug Fixes
- Fixed nearby items not being usable with the action bar.
- Fixed a save corruption leading to the game not loading correctly. (Thanks mathematico!)
- Fixed filtering not being applied to new items.
- Potentially fixed mod bindings, actions, and other mod registrations not loading or overlapping in certain situations. (Thanks 柯箴之, Hiran, Lilac, and Umbra Animo!)
- Fixed tattered map tiles flickering every turn.
- Fixed "slotted in action bar" icons sometimes getting stuck on items.
- Fixed field of view flickering in multiplayer.
- Fixed subtitle spacing on lower interface scaling. (Thanks Heart!)
- Fixed action bar add/remove buttons appearing far out from the rest of the action slots.
- Fixed errors when traveling to a new island. (Thanks Torrin and wolfram!)
- Fixed field of view/lighting-related multiplayer desyncs.
- Fixed "Drop All" and "Drop All of Quality" actions only being slottable when operating on an exact item.
- Fixed being able to drop things where not allowed using the "Drop Items at Feet When Facing Tile is Blocked" option.
- Fixed the "Drop" actions not displaying a red message and preventing use when there's something in the way.
- Fixed "Drop All (of Quality)" not dropping the correct quality. (Thanks King Smidgens!)
- Fixed "Drop" actions not displaying a red message and preventing use when the item(s) don't fit in a container.
- Fixed multiple styling issues relating to input/dropdown menus in dialogs.
- Fixed being able to load the mods menu before all mods are initialized.
- Fixed UI quadrant changes resetting when rejoining a server.
- Fixed merchant/shipper container dialogs staying open after the NPC dies.
- Fixed action slots incorrectly appearing as though they had no action bound in some cases. (Thanks Petalwing!)
- Fixed renderer not updating correctly for other players when moving to/from caves.
- Fixed text describing a book not using the same format as other book description text. (Thanks 柯箴之!)
- Message conversions/upgrades now happen for all players (even disconnected ones) on the save.
- Fixed being able to enter screenshot mode when in the pause menu.
- Fixed pressing escape no longer exiting screenshot mode.
- Fixed the message UI getting squished when starting a game with it in the top right quadrant.
- Fixed dialog/container sort selection not being saved for clients in multiplayer games.
- Fixed some issues with how native scaling is handled.
- Fixed the crafting dialog being blank when joining a multiplayer game that is paused.
- Fix the action bar moving to the bottom left when the messages are switched to a dialog.
- Fixed the title bar not showing when you're using the development branch.
- Fixed the back button on mods overlapping text if the description was too big.
- Fixed a few embeds in the news menu displaying as links.
- Fixed ports in the islands dialog having an unintentional extra white line underneath them.
Technical
- Fixed some seeded generators sharing internal state objects.
Modding
- Improved the file generation/updating of
"+mod create"
and"+mod update"
to hopefully result in less stumbling points for new modders.
Mods
Debug Tools
- Fixed issues when attempting to paint tiles. (Thanks Smogginal Dorksfurth!)
- You can now apply and remove status effects on players/NPCs.
Magicology
- Updated item recipes to not require magical bindings.
- Items are now created after enabling the mod on an existing save.
- Is no longer considered a cheat mod.
- Reduced durability/power of given items (so they aren't as cheaty).
TARS
- Now takes into account a creature's difficulty/tier when deciding if it should attack or run away.
- Fixed issues related to running away from creatures when trying to rest.
- Fixed a game freeze when too many items are on the ground.
Balancing Tools
- Added two new options for disabling NPC and creature attacking.
"Beacon's Call"
Beta 2.13.0
May 6th, 2023
New
- Added the concept of "ports" and lighthouses for mass island-to-island transfer and faster travel.
- Added wooden bookcases that can hold books for added benefits.
- Added tamed creature commands that unlock new behaviors as skill increases and creatures are tamed multiple times.
- Added a new magical golem creature, crafted out of various and sometimes rare resources.
- Creatures now have a combat strength and danger level, shown in their tooltip.
- Added cages for picking up creatures for easy travel (and possibly shipment) of tamed creatures.
- Added various rare gems for unique recipes and trading value.
- Weapons and armor can now have a variable range of bonus damage and base defense based on their quality. Creatures have been rebalanced with this in mind.
- Players can now select a title to use from completed milestones. For example: Drathy (Boundless), or Drathy (Reaper of Souls).
- Added a new skill bonus magical property found on doodads.
- Added the new milestone Versatile, requiring the discovery of creatures' vulnerabilities and resistances.
- Added the "Retailer" milestone which unlocks instant merchant spawning at the cost of the merchant cap being halved.
- Added the "Masochist" milestone allows every creature to spawn regardless of reputation or biome.
- Added a new "glowing" magical property.
- Added new "cold" and "heat" damage-type magical properties.
- Added an item decay notifier that will pop up an icon when items are decaying in a container or tile.
- Added a new crafting sort that will only display craftable items (unless filtering).
- Rather than all vulnerabilities and resistances being visible based on your anatomy skill, individual vulnerabilities and resistances are now discovered as you engage in combat with creatures.
- Merchants now call out to you from a distance when their inventory has changed.
- Added two new books.
- Added a button to toggle all "use when moving" actions that only appears when you've set some up.
- Added item movement animations for chest-to-chest movement, grab all, and when moving multiple items.
- Added an animation for the "Set Down" action.
- Added a new jumping animation.
- Implemented player and server name filtering.
- Added a "/noclip" command.
Improvements
- Protected items that can be damaged can no longer be used via action slots if they could break on use.
- Redesigned the creature tooltip to match the style of the item tooltip and display additional information.
- Protected equipped items now unequip automatically if they are about the break.
- You can no longer equip protected items that would break on damage.
- Doodads now show their civilization score in their tooltip.
- You can now swap tiles with friendly NPCs.
- Added a "Remember UI State for New Saves" option - enabling this allows newly created saves to re-use your previous game's UI state (element/dialog positions) instead of the default state.
- Replaced the popup confirmation on dangerous movement with your character instead bouncing back and stopping with audio queues, requiring you to press the input a second time to confirm that you want to move dangerously.
- Added an option for smooth zooming.
- Some tooltips around the game now have subtitles for important classification information about the thing you're inspecting.
- Added more information to merchant tooltips.
- Fog of war now transitions smoothly.
- You can now double click on containers, maps, books, and bottles to open them.
- Transferring items with the "quick move" keybinds now transfers to the last container you interacted with.
- Gloves and other hand equipment now have a "harvest" action.
- Contextual actions (for example, the actions for the doodad, creature, or NPC you're facing) are now placed in the top of the actions menu.
- Skills and stats now show what they increased from and to.
- Improve UX of tamed creature interactions.
- Improved game start/load time by 40%.
- Reduced file size and saving times.
- Improved general game performance.
- Improved performance when picking up chests with many items or doing other actions that involved moving many items around.
- Improved general UI performance.
- Improved performance of UI-based item updates, especially with bulk interactions such as crafting dialog updates, "move" and "drop" all actions and more.
- Improved performance of the messages UI component when the message history is large.
- Improved performance of opening containers with many items, or moving many items in containers.
- Improved the performance of some milestone inspections.
- Sorting crafts by category or skill will now show in columns and will now be sorted by name within each section. The positions of each craft will be static and feature a white border for visibility. This will be the new default view.
- Improved default positionings and sizes of some dialogs.
- All actions now have descriptions.
- Zero damage events from creatures are now always shown for the player via the overhead notifier.
- The "Island" in the multiplayer game menu now simply shows what the starting island is.
- Improved readability of books by making sure notes/descriptions and book text is differentiated visually.
- NPC tooltips no longer say their names when they haven't been met yet.
- Message log filter editing has been improved, now displaying previews and tooltips on messages to help assist in creating ideal filters. Made the "All" filter and source both editable to reduce confusion.
- Messages from previous turns are now faded out slightly.
- You can now resize the equipment dialog to be a single vertical column.
- Some tree cones can now be used as kindling.
- Minecarts now appear as though their wheels are spinning when moving.
- Opened chest and merchant dialogs will now remember to reopen when loading a game.
- The "open container" action now specifies the container that will be opened in its name.
- Improved how older translations appear in the message log.
- The sail button in the islands dialog now provides a detailed action tooltip, providing reasons why you can't currently sail.
- The Wayward version name text will no longer be impacted by UI scale.
- Spawned creatures from items should prefer the tile you interacted with, and moving outwards instead of completely random within 3x3.
- All items are now contained within at least one group.
- Small item sprites are now shown on items that change their display graphic (like for tattered maps for example).
- Reorganized the order of actions in the action menu to be more in line with normal/common/frequent use.
- Protected items can no longer be used in any action that consumes or destroys the item.
- Real-time games now load paused and no longer tick instantly. (Thanks Hiran!)
- Reduced audio delay for UI sound effects.
- Newer dialogs now display a highlight animation when trying to open them while they're already open.
- Other players can now swap positions with tamed creatures when PVP is disabled.
- Messages are now grouped by turn.
Balance
- Relic items can now have some magical properties upgraded past their normal limits.
- Damage mitigation from parrying is now less randomized, leading to more overall damage blocked.
- Damage for creatures attacking other creatures now takes into account their defense vulnerability and resistances.
- "Hard" night-time spawns now start at -8000 reputation instead of -4000.
- Sailing to civilization now resets your reputation.
- Some creatures can now rarely damage items on the ground.
- Reduced the delay after jumping slightly, allowing faster travel than normal movement.
- Reduced monster spawn rate slightly.
- When two creatures fight, their damage will now be reduced against each other when compared against players (since their attack values are balanced for players).
- Importing a save game with more crafting recipes unlocked than are saved globally no longer automatically unlocks them for all saved games.
- Thrown weapon damage has been reduced. Slung items are unaffected by this change.
- Increased negative reputation given through lumberjacking, woodworking and blacksmithing.
- Increased shark difficulty.
- Increased the damage of non-weapon thrown items slightly (based on the weight of the item).
- Shovels no longer have the "harvest" action and double axes have had their harvest tier reduced.
Bug Fixes
- Fixed being able to repair some doodads that should have had repairability disabled. (Thanks num ca nem vi!)
- Fixed being able to gather water/drink under boats. (Thanks num ca nem vi!)
- Fixed "enter" not working for sending messages if the "Unfocus After Sending Message" option is disabled.
- Fixed being able to use the navigate action without having a sextant. (Thanks DatSheepTho!)
- Fixed errors when planting seeds under certain conditions. (Thanks riftborn!)
- Fixed the "Unlock All Crafting Recipes" and "Reset Unlocked Crafting Recipes" buttons not working properly while not having a saved game loaded.
- Fixed 'may cause burns' craft action prompt not working multiplayer.
- Fixed "swamp" water being referred to as "sea" in treasure map riddles. (Thanks Shim Panzé III!)
- Fixed a failure to load saved games with unloaded modded items. (Thanks Captain Tofu!)
- Fixed a failure to save games due to an issue with merchant NPCs.
- Fixed being able to equip/unequip/swap items while the game is paused.
- Fixed dual-wielding only using the primary hand's damage types. (Thanks King Smidgens!)
- Fixed being able to drag equipment slot icons.
- Fixed being able to rest/sleep when there was an NPC/untamed creature standing on you.
- Fixed the "Grab All" button not respecting the filter text. (Thanks 柯箴之!)
- Fixed NPC being able to duplicate. (Thanks num ca nem vi!)
- Fixed Starter Quest not showing the "Welcome" quest when starting a new game after quitting a previous game. (Thanks Wolpertinger!)
- Fixed doodads that broke on a tile not copying all properties back into the item that drops (and deleting all of their contents if it was a container).
- Fixed only a single challenge getting assigned in "Challenge" mode.
- Fixed inaccuracies in bartering prices. (Thanks Captain Tofu!)
- Fixed being able to reveal fog as a ghost in "Casual Mode".
- Fixed some actions being usable incorrectly.
- Fixed creatures being able to spawn on the same tile as players in rare instances.
- Fixed the temperature system forgetting the calculated temperature of some tiles incorrectly, causing temperature to be recalculated too often.
- Fixed being able to end up in objects after traveling.
- Fixed tooltip memory leaks.
- Fixed digging dirt in certain biomes producing incorrect tiles, resources and water types.
- Fixed input sequences as action bindings not working if the first keystroke is a movement key.
- Fixed creatures not losing interest when dealing no damage to another creature after some time (unless in attack mode).
- Fixed slow saves due to large amounts of merchants.
- Fixed multiple swamp water puddles not producing tiles. (Thanks Hiran!)
- Fixed a rare issue where items could stay on your cursor when using the drop bind after starting a drag on an item. (Thanks Davnell!)
- Fixed minimum sizes for dialogs not accounting for the native scale factor.
- Fixed puddles not freezing properly.
- Fixed neutral creatures not attacking tamed creatures back.
- Fixed magical trap damage happening twice for players.
- Fixed opening doodad containers not opening in a unique dialog position. (Thanks Ratha Wynter!)
- Fixed multiple actions not being usable with items in protected containers. (Thanks riftborn!)
- Fixed seawater always overtaking swamp water. (Thanks psusi!)
- Fixed some fire-related errors.
- Fixed thirst reducing too quickly. (Hotfixed) (Thanks Kadrak!)
- Fixed magical skill properties on items not getting upgraded properly. (Thanks Anketam!)
- Fixed randomly dropped completed tattered map items sometimes being maps that a player has drawn.
- Fixed the "open container" action not being available when facing a merchant with a trade dialog open or a doodad container with the container dialog open. (Thanks Gyuri (kustox)!)
- Fixed dismount/ride and attack being bound to the same key by default. (Thanks Vallivanting!)
- Fixed swapping your weapons not working sometimes.
- Fixed jumping not working correctly at high strength levels. (Thanks Arnkh!)
- Fixed some tattered map riddle grammar. (Thanks DatSheepTho!)
- Fixed 'Grab All' not showing moved item messages.
- Fixed some items decaying into other items with incorrect starting decay values.
- Fixed losing a turn when dismounting minecarts and boats. (Thanks riftborn!)
- Fixed not being able to dismount from a vehicle if there's an item on the tile. (Thanks riftborn!)
- Fixed not being able to press shift to display "Hidden Unless Holding" tooltips outside of the main game (options, main menu, etc.)
- Fixed butchering lava beetles releasing lava before the corpse is fully carved.
- Fixed stamina reduction happening when exiting vehicles. (Thanks riftborn!)
- Fixed creatures not leaving fire when they were being attacked.
- Fixed NPCs not emitting light from their torches.
- Fixed doodad containers not saving their position or sort order/direction.
- Fixed skeletons collapsing and duplicating themselves. (Thanks daily vlog!)
- Fixed dragging an equipped item out of the equipment dialog not making the previous spot look ghost-like.
- Fixed "Close Container" being present in the action menu when an inventory container was opened. (Thanks Gyuri (kustox)!)
- Fixed keeping your inventory items when dying while traveling (after respawning). (Thanks King Smidgens!)
- Fixed a rare issue where you could continue moving automatically after a save was loaded if the game saved while moving down tracks. (Thanks Gyuri (kustox)!)
- Fixed failure to damage creatures when attacking not giving skill/reputation. (Thank Gyuri (kustox)!)
- Fixed some UI quadrants/positions for HUD elements shifting incorrectly.
- Fixed ghosts not being able to spawn on applicable certain tiles.
- Fixed 'Invalid serializer island chain' errors when saving. (Thanks Jesus05!)
- Fixed issues revealing fog of war after traveling. (Thanks josephgbryan!)
- Fixed item names in tooltips not reflecting tattered map status.
- Fixed lava beetles not spawning on tiles on fire.
- Fixed various errors that could occur when doing things near the edge of the world.
- Fixed loading a multiplayer game set to "Simulated Turns" not pausing by default.
- Fixed "Server Shutting Down" errors when attempting to connect to a server.
- Fixed a save conversion/upgrade error.
- Fixed mouse tooltips not having padding between them and the cursor.
- Fixed undiscovered islands in the islands dialog not having a tooltip.
- Fixed multiplayer clients sometimes timing out during island travel.
- Fixed multiplayer desyncs related to "Alter" and "Exude" actions.
- Fixed multiplayer desyncs related to opening chests that were on fire.
- Fixed navigating through the in-game help leading to an inescapable greyed-out screen. (Thanks Dub!)
- Fixed newly discovered crafts not showing up with highlighted color (yellow) if they couldn't be crafted.
- Fixed merchants not getting the proper equipment in some biomes.
- Fixed pathing issues for tamed creatures that can break doodads.
- Fixed reloading the game deleting messages past 50.
- Fixed reorganising menu bar buttons making the button icons go waaaay off to the left.
- Fixed slimes producing a sound and message stating they combined when they maybe didn't.
- Fixed some action tooltips with contextual names displaying duplicate action icons. (Thanks 柯箴之!)
- Fixed some links not working correctly in the help menu.
- Fixed some ores/mountain resources not generating correctly on some biomes.
- Fixed item notifiers not showing the correct item types for the displayable item system (like those used with tattered maps).
- Fixed menu bar button keybindings sometimes not working when the menu bar is hidden.
- Fixed the win/death screens being blurry.
- Fixed alpha not working correctly for overlays.
- Fixed tamed mudskippers/fish blocking/freezing path to tile on occasion.
- Fixed old or server saves showing an empty thumbnail.
- Fixed temperature changes happening one turn later.
- Fixed the default crafting/inventory/container view/sort not being selected properly when first loading a game.
- Fixed the endurance magical property being applied incorrectly in some instances. (Thanks DerSimon!)
- Fixed the first message that would appear to be invisible if it had no source type.
- Fixed the game save tooltip reporting an incorrect save size when loading two saves consecutively.
- Fixed throwing items not showing usage errors in tooltips. (Thanks Hiran!)
- Fixed tooltip visibility options other than the default (hold shift to show more information) not being applied when loading the game.
- Fixed the crafting dialog title being an incorrect size when changing interface scale.
- Fixed some news formatting issues.
Technical
- Running Wayward on the Steam Deck will now use the native Linux client by default instead of Proton.
- Upgraded the pseudo-random algorithm for new islands to reduce artifacts and increase performance.
- Hard crashes are now logged and dumped into a "crashes" folder in the main Wayward directory for diagnosis.
- Improved rendering performance of multiple viewports.
- Updated to Electron to version 22.3.5.
Modding
- Breakpoints are now more useful for us and modders — when developer tools are enabled, if the game hasn't been able to run the input (keyboard/mouse) loop in over a second, it considers all buttons "un-pressed." This prevents getting keys stuck down if you triggered a breakpoint while moving or holding an action slot button down, for example.
- Improved moddability of creatures, allowing special attacks to be set in creature descriptions.
- The
"+mod"
commands now default to working with the current directory if a directory was not provided. - Added more commonly used revision control software folders to the ignore list when uploading mods. (Thanks 柯箴之!)
- Fixed some documentation. (Thanks Amax!)
Mods
Magicology
- Introducing "Magicology", a mod that adds mana, magic wands, spells, and summonable creatures.
Debug Tools
- You can now inspect items with right-click. The item inspector now supports modifying durability/decay, and viewing contents (for item containers.)
- Added an option in the game end screen to "revert death," which restores your inventory and equipped items along with a heal.
- Fixed the heal action not healing the frostbite status effect.
- Added a "decay" bulk item action.
- Fixed durability bars not working and tooltips being inaccurate after using bulk actions to set durability higher than normal.
- Added a new "Temperature" panel, listing some global temperature information and providing multiple overlays for tile-based temperature.
- Fixed missing FOV updates when placing templates & updating growing stages.
- Fixed spawning particles and sound effects not working.
- Fixed setting "All" skills not working.
- Fixed the game freezing when fully zooming out
- FOV is now updated when painting tiles.
- You can now teleport onto tiles with non-blockable things on them.
- You can now set skills up to 200%.
- FOV transition is now removed when toggling fog.
- The tame button now keeps creatures tamed forever.
TARS
- Will now run away further from creatures when trying to sleep.
- Fixed TARS taking a long time thinking about what to do.
- Fixed attempting to fish on improper tiles/spots.
- Won't fish near sharks when they can't handle sharks.
- Fixed attempting to perform actions after leaving a game.
- Fixed hoarding water stills in their inventory instead of placing them down.
- Fixed forgetting to desalinate seawater after gathering water.
- Fixed trying to place things over tracks.
- Fixed some memory issues related to the 'Debug Logging' option.
Balancing Tools
- Added the ability to select the quality of the equipment created.
"Wheels & Wetlands" Update #3
Beta 2.12.3
December 29th, 2022
Improvements
- Added filter support to the actions drawer.
- Added a new message when killing a merchant.
- The "inapplicable" headings in the actions drawer now specify that the following actions are inapplicable with the item you have selected.
- Improved performance when gathering, harvesting, dismantling, disassembling and other actions that can give you multiple items in one turn.
- Creatures will now swap positions with players if they are on a cave entrance when they ascend or descend if not tamed.
- Increased save back-up amount from 5 to 10.
- Updated the "Crafting" help article to include more information on success chances and new tooltip/efficacy bonuses.
Balance
- Attacking merchants directly or through the use of tamed creatures will impact reputation similarly to attacking other players.
- Reduced amount of thirst gained when poisoned slightly.
- Reduced amount of thirst gained over time but increased it while encumbered/overburdened.
- Reduced durability of boats slightly.
- Reduced the base defense of snow walkers.
Bug Fixes
- Fixed game-freezing issues caused by completing or dismantling tattered maps. (Thanks synchc!)
- Fixed the Steam Deck not launching Wayward properly.
- Fixed Wayward not launching from Steam on newer distros/versions of Linux. (Thanks Voklov!)
- Fixed not being able to slot most item actions in action slots unless you have an applicable item for them.
- Fixed "you cannot do that" messages not displaying for the read map action.
- Fixed creatures not going up and down cave entrances when they couldn't naturally spawn on the current biome.
- Fixed trees with snow being able to melt into a near-infinite amount of puddles when travelling.
- Fixed player's reputations being affected by merchant's death outside of their control/interaction. (Thanks sechsauge!)
- Fixed weight bonus not showing as a custom modifier in the pause menu when set to +50.
- Fixed changing a binding closing all sections in the bindings menu. (Thanks dawn_h_35!)
- Fixed errors when unloading mods that added new world layers, such as Troposphere.
- Fixed being able to paste formatted HTML into the chat box.
- Fixed extinguishing equipped torches when getting off boats from non-shallow water to land or moving vehicle-to-vehicle.
- Fixed merchants being able to be killed twice in the same turn.
- Actually™ fixed the blank pause menu issue. (Thanks Valdig!)
- Fixed enhancing items not using thaumaturgy.
- Fixed "Turns" not showing up for game saves on the Steam Workshop.
- Fixed errors when attempting to travel to islands with bugged merchants.
- Fixed the "Unfocus After Sending Message" option adding an extra line to the message bar or not working at all. (Thanks 柯箴之!)
- Fixed action slots showing the incorrect item in the tooltip when disassembling containers. (Thanks 柯箴之!)
- Fixed tinkering being used in cases where other skills should be used when refining or reinforcing. (Thanks Anketam!)
Technical
- Updated to Electron 22.0.0.
Mods
TARS
- Fixed not being able to gather treasure from water.
- Will now build more than 3 water stills when needed.
"Wheels & Wetlands" Update #2
Beta 2.12.2
November 18th, 2022
New
- Redesigned the attack tooltip, adding in damage types, range attack info, and fixing misc issues.
- Added a tooltip delay option.
Improvements
- Indecipherable and completed tattered maps now appear in the inventory with different graphics. (Thanks TheBlackHand!)
- Completed tattered maps that are part of a different island will no longer be called "indecipherable." (Thanks Setbu!)
- Clicking on the "also bound to" icon in the bindings menu now filters to the specific input rather than the bindables also bound to that input, and the filter now updates as you rebind them, allowing you to more easily fix incompatibilities.
- Tweaked some actions to be discovered by default like starting/stoking fire and butcher and removed eat/drink/rename.
- Reduced splash screen time.
- You can now choose to only show tooltips if you're holding the "show more information" binding.
- Dual Wielding now has a reputation impact and can increase strength. (Thanks Kalako!)
- Cleaned up the UX around configuring the craft action in the action bar. (Thanks 柯箴之!)
- Drawing maps now has more delay to prevent performance issues and accidentally redrawing the same terrain. (Thanks 柯箴之!)
- The player now uses their right hand for their main hand but can be toggled with a new gameplay setting.
- Improved the "Item Qualities" help article. (Thanks 柯箴之!)
- Stored item insulation is now referred to as that in item tooltips.
Balance
- Equippable containers (like backpacks) now have equipped insulation values.
- Skeletons are now resistant to fire instead of vulnerable to it.
- You can no longer see merchant stats in complete detail.
Bug Fixes
- Fixed drop/move actions not getting discovered. (Thanks Kalako!)
- Fixed items not receiving the proper red decayed/damaged when picking them up. (Thanks 柯箴之!)
- Fixed interrupts sometimes continuously opening when in multiplayer games.
- Fixed errors related to scarecrows. (Thanks Jon!)
- Fixed the inventory remaining greyed out after using an action slot while hovering over an item that gets destroyed or dropped. (Thanks 柯箴之!)
- Fixed the rename interrupt not closing after first opening it with an action slot set to "Rename" via a hotkey, then using "Rename" again via the action menu.
- Fixed context menus eating inputs for a short time due to animations.
- Fixed items refined down to have 0/0 durability displaying with an extremely long durability bar. (Thanks Dirty Protagonist!)
- Fixed the "Inspect in Dialog" hint showing when there are no inspections visible on a tile and the "Always Show More Information" option is enabled.
- Fixed the news menu not correctly removing changelogs from news posts in favour of redirecting to the changelog menu.
- Fixed the message for pouring water on plants never saying when the plant is fully healed. (Thanks 柯箴之!)
- Fixed milestones with lists of discoveries not showing that you can inspect them for more information. (Thanks 柯箴之!)
- Fixed action slots staying highlighted after pressing it and quickly moving your cursor off of it. (Thanks 柯箴之!)
- Fixed some issues when preferring a lens over other fire-starting devices. (Thanks Ratha Wynter!)
- Fixed the game displaying "you can now combat the tides" and unlocking the islands dialog upon collecting a minecart. (Thanks 柯箴之!)
- Fixed coconut container of purified fresh water spilling into medicinal puddles.
- Fixed copy action slot bind not always working.
- Fixed incorrect temperatures being used for item decay/melting when inside containers.
- Fixed a rare action-related multiplayer desync.
- Fixed the possibility of temperature not properly updating after a fire decays.
- Fixed temperature status effects being delayed in multiplayer & real-time mode games.
- Fixed errors when changing languages while in-game. (Thanks 柯箴之!)
- Fixed not all quest requirements being visible in the quest dialog. (Thanks 柯箴之!)
- Fixed multiple tile quality issues including a case where the quality of a tile would get removed if other tiles were placed on top of it.
- Fixed indecipherable tattered maps not appearing with "indecipherable" in their name after travelling.
- Fixed niter not having any worth. (Thanks ChiriVulpes!)
- Fixed "Warn When Breaking Items" not working when dismantling through action menus.
- Fixed errors showing when hovering status effect icons in the Inspect dialog when inspecting the player. (Thanks 柯箴之!)
- Lists of items now only display a single item icon for the last listed quality. (Thanks Kalako!)
- Fixed occasional pathing issues for walk to tile & tamed creatures.
- Fixed some spacing issues with the input clear button and with the gap between some expandable sections.
- Fixed not being able to correctly search for input sequences and inputs with modifiers in the bindings menu.
- Fixed an error when inspecting an NPC or the player in a dialog. (Thanks Laura!)
- Fixed action submenus appearing as undiscovered with no way to be discovered.
- Fixed unknown/broken items (for example ones added by removed mods) causing errors.
- Fixed actions in item inspections not showing as discovered. (Thanks 柯箴之!)
- Fixed issues when enabling/disabling the same mod installed via Steam Workshop and locally. (Thanks 柯箴之!)
- Fixed blank option menus showing. (Thanks Valdig!)
- Fixed items stacking into a pile incorrectly.
- Fixed changelog images being pixelated when resized.
- Fixed some button/choice prompts displaying incorrectly.
- Updated to old/incorrect information in the Starter Quest. (Thanks 柯箴之!)
- "Focus Previous" will now default to Ctrl+Tab instead of Shift+Tab due to Steam Overlay conflicts. (Thanks 柯箴之!)
- Fixed refining allowing 0 durability. (Thanks Dirty Protagonist!)
Technical
- Updated Electron to 21.3.0.
Mods
Debug Tools
- All places where you could add items to containers now renders the full list of items and supports the clear items action, a bulk durability editor, etc.
- Invulnerable mode now only prevents death, rather than preventing all damage and creatures from attacking you.
- You can now modify all skills at once.
TARS
- Improved performance.
"Wheels & Wetlands" Update #1
Beta 2.12.1
October 28th, 2022
New
- Added animations for item interactions such as dropping, picking up, stoking fire, building, and more.
- Added animation effects for tool-based actions such as gathering and starting fire.
- The time in days that you and other players have spent on each island now displays in the islands dialog.
- Players enter faster time advancement when everyone in a multiplayer server is sleeping at the same time.
- Added unique structures and spawns in the glaciers on the ice cap island biome.
Improvements
- Most actions are now hidden from the actions drawer until they've been discovered, to avoid frontloading information on new players. You can see your progress on action discovery with the Operator milestone.
- You can now extinguish lit built torches.
- Significantly increased item updating performance.
- Improved traveling performance.
- You now unlock the ability to set action slots to be "used when moving" only when at a certain amount of progress on the Operator milestone.
- A warning icon is now shown when an action slot has an item but no action. The tooltip for slots with an item but no action now shows what you can do to set an action.
- Restructured the options menus. All gameplay settings are now only in the Gameplay Settings dialog, all links to gameplay settings open and highlight the dialog.
- Swapped the default bindings for "configure action slot" and "use slotted item" to improve the UX for new players.
- Discovered actions in the Operator milestone now display with icons and, when inspected, display with action tooltips.
- Protected ammunition will not be fired if it will break.
- The "Operator" milestone can now be obtained in any game mode.
- Dragging an item to an action slot now automatically selects the primary use of the item, provided that exact item & action haven't already been slotted. You can turn off this feature by right-clicking on the action bar's - or + buttons.
- You can now configure extra options for an action slot even if there isn't an action slotted inside it yet.
- The item equipped in your offhand will now be displayed with a sword icon when it will be used to attack.
- The item equipped in your offhand will now be swapped to your main hand when attacking with nothing in your main hand.
- Reworked the way anchored tooltips function in order to fix many instances of tooltips going off the screen or appearing in locations where they overlap with things.
- You can now drag items from the action slots to the equipment dialog to equip them, and from the equipment dialog to action slots to slot them.
- The "Inspect in Dialog" hint no longer displays when no new information is revealed in the Inspect dialog. (Thanks Brobnodagain!)
- Efficacy ratings of 0% will now be shown.
- An arrow icon is now used to signify an input macro rather than a + to reduce confusion.
- Action tooltips now display icons.
- Dropdowns and context menus now have special sound effects.
- The "self" inspection is no longer displayed by default for new players as all information is the same as in the static stats component.
- Some action slot tooltip binding hints are now hidden when inapplicable, in order to reduce text overload.
- Replaced the "remove slot" button in the actions drawer with a "clear slot" button. Added a "remove slot" button next to the "add slot" button above the action bar.
- Reorganized the actions drawer, adding more information and increasing clarity.
- When an action is selected and no item is slotted, the "Use Any Valid Item" choice now remains visible to better hint to new players how the action will function.
- The confirm buttons in the menus are now highlighted in green.
- Improved action descriptions.
- Improved the appearance of unlocked quests in the Quests dialog to improve clarity. (Thanks lordhaywire!)
- Dangerous buttons now appear in red even when not moused over.
- When an item is slotted in an action slot, its own actions are now sorted to the top of the configuration drawer.
- The close button in the actions drawer has been replaced with a highlighted "Done" button to improve usability.
- The Till and Pack Ground actions now use different icons.
Balance
- Clay is now more common on coastal islands and can appear under dirt and gravel, but copper is now rarer.
- Replaced tin with copper in the ice cap island biome.
- Reduced durability for obsidian tools and weapons but increased their tiers and damage (in some cases).
- Crafting lockpicks now uses the lockpicking skill.
- Containers now have varying amounts of weight reduction when held in inventory.
- Modified all instances of capped action tier calculations in actions to support the maximum tier possible.
- Rebalanced the preservation and insulation of bags, quivers, and backpacks.
- Hostile merchants can now attack tamed creatures.
- Neutral/scared creatures will no longer be hostile toward merchants.
Bug Fixes
- Speculative fix for memory/crashing issues while traveling. (Thanks Deadpull!) (Thanks John!)
- Fixed the sleep/rest actions not appearing in the intended actions menus when applicable. (Thanks puffletops!)
- Slotting an inaccessible item now works as intended — rather than the actions drawer pretending the exact item can be slotted (it can't), the actions drawer will now only display "use any x" and "use any quality x". (Thanks Deadpull!)
- Fixed creatures going outside of the map edge.
- Fixed grown grass tiles returning their previous tile type when gathering non-tile-changing resources. (Thanks Deadpull!)
- Fixed errors occurring when using ranged actions on the map's edge. (Thanks Jon!)
- Fixed preservation chance not appearing on some containers (and not being able to get magical properties as a result). (Thanks TheBlackHand!)
- Fixed "rest on ground" and "sleep on ground" appearing in the actions menu when able to rest/sleep with a doodad.
- Fixed some dialogs always showing in the top left on a new game, when traveling, or respawning. (Thanks Gin Ikino!)
- Fixed "Max Travel Time" not being applied. (Thanks TheBlackHand!)
- Fixed the attack tooltip displaying your off-hand equipment as your main hand equipment when your main hand is empty.
- Fixed multiplayer desyncs related to container temperature checks.
- Fixed desyncs related to save upgrades.
- Fixed multiplayer desyncs related to multiple corpses/tile events on a tile.
- Fixed decay bars not updating inside containers after traveling in certain situations. (Thanks The Red!)
- Fixed some cases where action slots would grey out when traveling. (Thanks The Red!)
- Fixed efficacy percentage inaccuracy when using doodads or items without tiers.
- Fixed items slotted in the action bar becoming other items as a result of certain actions such as "Eat." (Thanks EarPiercingReeeeeeee!)
- Fixed rendering/line of sight issues with lava. (Thanks The Red!)
- Fixed "Survivor", "Weathered" and "Seasoned" giving incorrect starting stats. (Thanks Skarn!)
- Fixed instances where inventory items could stay transparent after crafting.
- Fixed save not loading with Developer Mode enabled. (Thanks Deadpull!)
- Fixed doodad containers and crafting dialog sort names not appearing correctly when first opened.
- You can no longer filter items while a context menu is up. (Thanks wolfram!)
- Fixed disabled slots not showing differently when UI opacity is disabled.
- Fixed some items' action orders not respecting expected tool usage.
- Fixed being able to gain seafaring skill while resting, sleeping, and idling.
- Fixed some notekeeper milestone progress not updating the milestones dialog.
- Fixed randomized starting skills granting progress toward the Multitasker milestone.
- Fixed "Allow Hardcore Option" showing for challenge mode.
- Fixed dropdowns not selecting entries with "enter".
- Fixed some terrain templates not spawning items or doodads.
- Fixed weight and dismantling issues with knives.
- Fixed hovering over skills not highlighting the item in the equipment dialog.
- Fixed certain milestone modifiers being created twice.
- Fixed throwing dual-wieldable weapons reducing durability on your current off-hand weapon (and mentioning it in messages). (Thanks TheBlackHand!)
- Fixed cactus scarecrows producing a dangerous tile warning. (Thanks King Smidgens!)
- Fixed not being able to select "use any valid item" in the actions drawer in some situations.
- Fixed being able to slot an item with an inapplicable action in the actions drawer.
- Fixed line height issue with news article titles.
- Fixed resting in a sailboat in shallow water reducing rest.
- Fixed dropdown "next option" and "previous option" shortcut bindings not working unless the dropdown has already been opened.
- Fixed upgraded magical stoke values getting decimal places.
- Fixed multiplayer clients disconnecting due to timeouts during island load/traveling.
- Fixed the binding hints box showing up when there are no hints.
- Fixed creatures interacting with tiles/doodads that they would have moved to if they weren't frozen.
- Fixed dirt showing underneath clay in the arid island biome rarely.
- Fixed slotting an item when the actions drawer is already open causing the slot to reset to whatever it had before.
- Fixed a typo in the note "My Needs Outpace My Stamina". (Thanks puffletops!)
- Fixed both the Till and Pack Ground actions showing simultaneously.
- Fixed being able to toggle "use when moving" for actions that aren't compatible with it.
- Disabled the Rename action being "used when moving" since it didn't work.
Technical
- Added feedback and an error prompt when hard crashes occur.
- Improved performance of loading saves with many islands when developer mode is enabled.
- Upgraded to Electron 21.2.0.
Mods
Debug Tools
- Fixed errors when using the inspect feature.
- Improved the island selection dropdown.
- Fixed zoom issues after renderer changes.
TARS
- Fixed TARS sometimes causing other islands to load when playing.
"Wheels & Wetlands"
Beta 2.12.0
September 30th, 2022
New
- Actions menus have been moved to the new UI, allowing for a unique, unchanging binding for each action. Tooltips are now shown describing most actions.
- Added minecarts and tracks, speeding up travel and moving items on land.
- Configuration of action slots is now contained within a drawer of all actions with extra options about how the slot is used and restocked.
- Added the "wetlands", a new island type with unique terrain, creatures, plants, and items.
- Some weapons can now be dual-wielded, providing bonuses to attack, and use a new "Dual Wielding" skill.
- Doors now automatically open and close as you enter/exit them and no longer take a turn, but can be "propped" open for creature passage.
- The equipment dialog has been moved to the new UI. Equipment now is only used for stats and other on-equip effects, and will not be used for mining, gathering, harvesting, etc.
- You can now change the number of action slots per your needs, up to 48 slots (four full bars). The game defaults to 12 action slots (one full bar).
- Added unique icons for each action to be used in action slots and item/action menus.
- Added a new magical item that can "absorb" and "exude".
- You can now set any action slot to be used automatically on movement. Removed the old "Auto Chop/Mine/Harvest" option.
- Your cartography skill level now increases the radius of drawn maps significantly.
- Unlocked chests can now be picked up while they have items in them.
- Added the colossal komodo monitor, an apex predator of the volcanic islands.
- Merchant NPCs will now better equip armor and weapons in their inventory.
- Added a new magical property, "Progress" for adding bonus civilization score to an item.
- Added a new magical property for increasing the growth speed of plants called "Prosperity" available on dirt and other tiles/ground-types and stacks with quality/fertile soil bonuses.
- Item names in messages and other text now display icons.
- Added "Basalt" rock to the volcanic islands, along with tons of new basalt items, housing, doodads, and more.
- Crafting efficacy is now shown in the crafting item tooltip when over 60% in the recipe's skill.
- Crafting success and quality chances are now presented in the crafting tooltip after having at least 30% and 60% skill, respectively.
- Added a new wandering undead creature to the wetlands.
- Boats can now be used as storage containers.
- Merchants now have hunger and thirst properties and will consume food/drinks or heal themselves with their inventory items.
- Added swamp water in various states and forms across multiple biomes with a new filtration item and recipes for filtered water.
- Boats can now be placed or built on top of water.
- Added bindables for "move all of same quality", “quick move all of same quality”, and "drop all of same quality". (Thanks BrianReckliss!)
- Cave entrances will now appear collapsed when digging them or filling them in from the opposite side.
- Added the "Rouseabout" milestone and milestone modifier that allows you to reduce the difficulty of crafts at the cost of only being able to unlock crafts from picking up the item or learning it from an instructional scroll among other modifiers.
- Added wooden planks, and as a result, many wooden crafts can now be disassembled back into the planks.
- Added a new "Thaumaturgy" skill that works with magical components and items.
- Sandstone can now be used just like granite for all tools/weapons (in most cases, less effectively).
- Added a new look and item/tile for "Cobblestone" flooring, while its old appearance is now "Granite" flooring.
- Added cattails, a useful resource to the new wetlands biome.
- Added a new milestone and milestone modifier named "Murderer".
- Introducing the quick and ravenous coyote to select island types.
- Damage types now have icons.
- Added a new "cut" status effect that is a weaker version of bleeding that low-level creatures and hurting your hands can cause.
- Added a custom game option for setting base item decay.
- Added a custom game option for setting base item durability.
- Specific creatures can now be set to "always spawn" in custom game options.
- Added an option to "Disable Overlay Support" which will reduce GPU load but will stop overlays from other programs or the Steam Overlay to function properly.
- You can now click action slots to use them.
- You can now slot an item over an action to use that item with the previously configured action.
- Added an option to drop automatically into containers instead of the ground.
- Recipe levels now have associated icons to help tell which levels are higher than each other.
- Added two new books.
- Pouring water on a player will now wake them up from sleep/rest.
- Added a MOTD server argument.
- Added a "Disable Movement Animations" option (for creatures/players).
- The version string now shows the build date/ID when using the development branch.
- Added a new launch option to force overlay support.
- Action slots now display icons for the slotted item & action simultaneously.
- Added a multiplayer game setting to enable/disable traveling.
Improvements
- Consumed protected items will no longer be selected in item menu actions like, for example, adding fuel.
- Each game mode now displays the milestones available in it.
- Improved the appearance of binding hints — keypresses now appear on keycaps, and mouse buttons/scroll are now icons.
- Chests can now be opened and used while in your inventory.
- Tamed creatures that can swim can now travel with you.
- UI scaling now functions correctly for players that have scaling set through their OS.
- Boats now have varying levels of speed that allow you to move faster.
- Soil and other ground-type items will now reveal that they have an impact on the growth speed of plants and mushrooms.
- Terrain will now show its magical naming and properties when inspected.
- Active filters are now highlighted more prominently.
- Partially-transparent UI now blurs whatever's behind it to make it easier to see what UI is currently interactable. This can be disabled in performance options.
- The inventory, crafting, and container dialogs now use the same filter & sort UI as the rest of the game.
- The "till" action has been split into the "till" and "pack ground" actions, to allow its use with the new "use when moving" functionality.
- Improved the formatting and readability of action tooltips.
- Action slots can now be configured to restock to matching items only of the same quality.
- Improved ultrawide monitor support by allowing configuring the maximum width that the static elements will take up.
- The "drop items at feet when facing tile blocked" option now takes into account a tile with the maximum amount of weight.
- Replaced the optional non-pixel font to improve consistency between them.
- Items consumed via fishing and starting fires will now skip protected items. (Thanks Anketam!)
- Improved readability and visual style of drawn maps.
- Items and actions slotted into action slots can now be dragged to move them to a different slot, and shift+dragged to copy them to a different slot.
- Wayward now defaults to using a custom window title bar on Windows and macOS.
- Fishing for treasure chests now will bring up the treasure chest to your facing position.
- Starting a fire now mentions which tinder and kindling were used.
- Item worth now calculates everything inside containers.
- The active inputs are now highlighted in binding hints.
- Some uses now appear with icons in item tooltips.
- The default font mode is now "balanced", resulting in larger blocks of text being in the more readable non-pixel font.
- The container name is now revealed when attempting to place items in a container with no room left.
- Breaking open locked containers is now part of the attack action, rather than requiring moving into them.
- Improved the default Steam Deck controller layout.
- Some "uses" now appear in doodad tooltips.
- Dropdowns and text inputs now have a border when focused in order to improve accessibility.
- Stat messages no longer appear before action messages when consuming items. (Thanks Ratha Wynter!)
- The chat box now grows vertically as you type, giving you more room to see your messages.
- Tooltips positioned based on the mouse position are now centered on the mouse.
- Knives are now considered tools.
- Item tooltips now display their respective equip slot icons in their "equip" use.
- Sprites with alpha will now multiply/blend with tiles below, improving the look of some sprites on different types of water for example.
- Item notifications now show over NPCs when trading.
- Improved the appearance of some UI elements.
- Civilization score is now revealed in item tooltips.
- Bindings of input macros now appear as "Key, Key" rather than "Double Key" to improve understandability (due to being used for more default bindings.)
- Gravel tiles now change tile types more frequently and will change to different tiles/feature different resources depending on the biome.
- The tooltip for the craft action in an action slot now displays the same tooltip as in the crafting dialog.
- Items that can be used for an action, but don't receive any tier bonuses will now show as tier "0", indicating quality will not impact its tier.
- Inspecting corpses now displays the decay.
- Doodad names now show in the actions menu for the pick-up action.
- Added additional/missing custom game option icons/tooltips in the pause menu.
- Lava will now cool down when adjacent to water sources.
- Harvest tooltip messages are now easier to understand and feature more information on the plant.
- Reduced volume of pick-up sounds slightly.
- Replaced "Power Mode" option with a "Low Power Mode" option.
- Field of view transition is now skipped when teleporting.
- Tightened the range at which tamed creatures follow you.
- Updated the help menu and removed any old information.
- Tweaked the color of ash to be a bit darker in contrast to basalt and ash cement.
- You can now sleep and rest on boats.
- Swimming and boats now use different sound effects.
- Doodad actions are now allowed while on boats.
- Stamina reduction from jumping will now take into consideration max weight bonuses and starting/max stamina.
- Bindings of "Left Shift or Right Shift", "Left Control or Right Control", etc, now appear in binding hints as "Shift", "Control", etc.
- Added more environmental interactions with NPCs
- Updated the wording and tooltip description for "Disable Crafting with Protected Items" due to confusion on what it does. (Thanks Glycerine!)
- Tweaked order of custom game options based on popularity.
- The notoriously-annoying double click binding for context menus has been replaced with a "double tap" bind which only triggers specifically for touchscreen taps.
- Added more contrast between the ice/snow walls and flooring.
- Containers can now be opened from merchant inventories.
- You can now bind things specifically to touchscreen taps (as opposed to clicks, which still trigger on taps as well.)
- Added sound effects for protecting/unprotecting items.
- The way newer UI elements in-game display has been updated to more closely match the game's menu UI, improving consistency.
- Tooltips opened when navigating with the keyboard can now be dismissed with the "menu cancel" bind. (Esc)
- The "trapping" magical property has been renamed to "ensnaring" due to a skill name conflict.
- Unlit torches now show their decay values.
- Wayward versions are now displayed by
"Wayward: Version Title"
and"Update #"
, where applicable, for example,"Wayward: Horizons (Update 6)"
- When resting or sleeping, it will now reveal what was rested or slept on via messages.
- Water spawned as part of a template will now contaminate itself when adjacent water is present.
- Many non-essential UI components now hide until the player respawns.
- Added a help button to the pause screen.
- Wayward will now generate an SSH key automatically when using the SSH option for dedicated servers.
- Interface scales lower than 1, IE 0.5x and 0.75x, are now better-supported in-game.
- Improved rendering of centered UI elements.
- Rock/stone items are now considered "granite" and are renamed accordingly.
- Focusing (or clicking) on a container dialog now makes it the "active" container for use with "move to" actions.
- Sleeping and rest interruption messages will now display all reasons why your sleep/rest was canceled.
- Added a unique message for creatures that do not accept offerings.
- Dialogs now have a pixel-based minimum size rather than a screen-space-based minimum size. Dialogs now have no maximum size.
- Added a developer option to reload UI icons.
- Improved the look of the changelog menu when failing to load.
- Dedicated servers will now ignore the
"savePath"
launch option. Instead, it is recommended to use the"+savePath"
argument to change this for servers.
Bug Fixes
- Fixed re-tamed creatures sometimes not attacking enemies. (Thanks riftborn!)
- Fixed some items receiving the "Worth" magical property when they shouldn't have.
- Fixed incorrect quest requirements showing in the pause menu.
- Fixed spawning radius issues. (Thanks DerSimon!)
- Fixed dropping containers into the void giving the contents back. (Thanks Shirow!)
- Fixed some blurry menu graphics on retina/high-DPI displays.
- Fixed importing a saved game putting it on the bottom of the list instead of sorting it, unless you previously modified the sort.
- Fixed conflicts not updating when changing a binding. (Thanks Ratha Wynter!)
- Fixed being able to disguise previously traded items by using containers.
- Fixed terrain quality not changing in certain instances when digging. (Thanks Ratha Wynter!)
- Fixed the background flickering when the Steam overlay was up. (Thanks HojaHybridTheory!)
- Fixed only old dialogs closing with the "close all dialogs" binding.
- Fixed "Disable UI Opacity/Effects" options not affecting certain elements.
- Fixed the "Storing" magical property allowing for values above 100%. (Thanks ruancsfox!)
- Fixed instances of casting on the exact tile (or around it) not bring up treasure chests from water.
- Fixed potential out-of-bounds issues. (Thanks TheBlackHand!)
- Fixed duplicate quest requirements getting pinned.
- Fixed long island names wrapping in the middle of a word.
- Fixed container items not generating the proper magical properties when generated via loot and not crafted. (Thanks ruancsfox!)
- Fixed things getting weird if you load a very old save that had loaded a mod that happened to have something with the same internal name as something official added later.
- Fixed players/NPCs being able to stand on top of each other on cave entrances.
- Fixed rendering issues related to tall objects. (Thanks Eleiy!)
- Fixed pangolin meat cooking into generic meat. (Thanks TheBlackHand!)
- Fixed max travel time not able to be set from the game settings menu from a dedicated server.
- Fixed the sleeping/resting prompt showing after death when being damaged multiple times in a single turn. (Thanks Whaffles!)
- Fixed not dying the turn you stopped sleeping/resting after being fatally damaged and/or interrupted multiple times.
- Fixed a desync occurring when a player respawned on a different island that they died on when in casual mode. (Thanks Amax!)
- The transparency of some dialog elements is now limited, allowing text to remain readable when dialog opacity is set to low values.
- Fixed an exploit with eating or consuming items. (Thanks Ruiner of Fun!)
- Fixed sometimes pathfinding over land while in a boat while using path-to-tile. (Thanks Lonely Shikari!)
- Fixed centering issues with the unread indicator for notes.
- Fixed the incorrect menu entries showing in the title bar on macOS.
- Fixed durability bars not being visible until a single turn has passed. (Thanks Ratha Wynter!)
- Fixed help articles linking to incorrect places in the options menu.
- Fixed "phantom" doodads displaying in the fog (for real this time). (Thanks Shirow!)
- Fixed mushrooms not being considered as things you must "gather" to gain their resources.
- Fixed filling in caves resulting in the incorrect tile types on certain island types.
- Fixed grass growing into the wrong quality. (Thanks psusi!)
- Fixed filter inputs de-selecting when selecting and releasing the mouse over the terrain. (Thanks Azak!)
- Fixed the "Playing Typing Sound" not working for inventory/crafting filters. (Thanks Ratha Wynter!)
- Fixed electron pathing errors when reloading the game.
- Fixed the game options icon tooltip not showing the proper value when disabling a creature's ability to spawn aberrant.
- Fixed igniting torches requiring tinder when using "ignite with".
- Fixed context menus not closing when right-clicking dead space.
- Fixed arid cactus map decorators showing in underground maps. (Thanks num ca nem vi!)
- Fixed many doodad, item, and merchant equipment spawning inconsistencies.
- Fixed doodads not breaking and dropping during certain interactions when opening up cave entrances.
- Fixed tiles getting deleted when caving/filling in cave entrances using certain interactions.
- Fixed "Random" not working for the starting island custom game option.
- Fixed slow/limited connections not always being able to download full map data when connecting to a dedicated server. (Hotfixed) (Thanks Who!)
- Fixed dirt terrain decorators overlapping other tiles.
- Fixed tanglehead grass not dying when other tiles were placed over it.
- Fixed non-tiered item actions showing a bonus from quality when inspecting the action.
- Fixed containers opening when screenshot mode was enabled. (Thanks num ca nem vi!)
- Fixed decay bar changing positions when a durability bar was present. (Thanks Ratha Wynter!)
- Fixed players not timing out when unfocusing their game window when connected to a multiplayer game.
- Fixed the traitor milestone not working in some cases. (Thanks DankBud!)
- Fixed some smoothness/consistency of screen scrolling. (Thanks Ratha Wynter!)
- Fixed old seawater wells not being converted after pouring fresh water into them.
- Fixed certain dialogs not being able to be opened after screenshot mode was enabled. (Thanks num ca nem vi!)
- Fixed particles being cleared even when other players change layers.
- Out-of-date mods display will no longer say "Error loading mod." instead of "Incompatible with this version."
- Fixed campfires (and other doodads) that are overflowing having different stages of fire from tile event for a turn when the tile event had a bigger stage.
- Fixed menu buttons always appearing with their mouse-over background color.
- Fixed treasure chests appearing under the player when digging.
- Fixed canceling the first connection to a server still creating a character on the server. (Thanks Colossus!)
- Context menus with sub-menus now close simultaneously rather than one level at a time.
- Fixed challenge mode not increasing decay time of items properly.
- Hidden creatures are no longer shown in tooltips.
- Fixed gathering water in some instances resulting in an incorrect tile type for the biome/island type.
- Fixed a desync related to picking up doodads.
- Fixed water tiles sometimes getting a "quality" when digging shallow water.
- Fixed being able to spawn on top of creatures.
- Fixed the order of the moving/facing bindables in the controls menu not matching WASD.
- Fixed the preview path staying visible after canceling movement when using the move-to-tile bind directly. (Thanks Arnkh!)
- Fixed excessively-long words being cut off in messages instead of broken across multiple lines.
- Fixed the shoot action on projectiles not always shooting the exact projectile the action was used on.
- Fixed stationary stat multipliers not displaying any value in the icon tooltip.
- Fixed the "Dig" option in the action menu showing in cases where you could not actually dig.
- Fixed "See more" showing in tooltips when you can already see more.
- Fixed a desync related to the first player movement after joining the server.
- Fixed an ancient issue causing very long stats (such as very high weights) to be clipped.
- Fixed the shoot action on projectiles requiring being directly adjacent to enemies.
- Fixed empty wells not getting filled with fresh water when poured.
- Fixed "Also Bound To" warnings on mod-added bindables not being clickable.
- Fixed corpses not appearing in the inspect dialog.
- Fixed using the up arrow and down arrow in the chat box moving the selection to different UI elements.
- Fixed some tooltip locations in the options menu.
- Fixed named aberrant creatures displaying their names as, for example,
"Aberrant "Mittens""
instead of just""Mittens""
. - Fixed corpses of named creatures appearing as, for example,
"Aberrant "Mittens" Corpse"
rather than"The Corpse of "Mittens""
. - Fixed pangolins giving you positive reputation when killing them.
- Fixed certain items not starting on fire when placed/thrown on top of fire-producing doodads.
- All instances of "pickup" and "pick-up" have been corrected to "pick up".
- Fixed multiple action slots configured to the same item resulting in only one being able to be restocked.
- Fixed using the escape bind in filters replacing current word with a previous word. (Thanks Ratha Wynter!)
Balance
- Items that are consumed, but returned (like water containers) no longer provide crafting and durability bonuses based on their quality. Tiers and aptitude will still apply.
- You can now set down fertile soil and other ground-types over/around plants.
- Increased the chances of more talc per tile.
- Talc is now much more common over limestone in the coastal biome.
- Overeating and overhydration are now scaled based on the food and maximum stamina.
- Wells now require to be connected to larger bodies of water in the cave below to get "unlimited" water status.
- Well crafting difficulty has been reduced but requires slightly more materials to craft.
- Reduced minimum spawn rate slightly.
- The recipes you learn from old instructional scrolls are now weighted so lower skill, lower worth crafts, and can come from the current island/biome type are more likely to show up first.
- Merchants can now attack creatures and be attacked by them.
- Aberrant creatures that produce resources will now have increased quality chances.
- You can no longer water route from created puddles or adjacent to expansions of pre-generated water unless connected to a large body of water.
- Spores can now be "planted" without tilling the ground/tile.
- Decreased the temperature in Arid and Ice Cap island biomes slightly.
- Tripled the reputation impact for killing creatures, making it a more viable strategy to increase or decrease your reputation.
- You can now till using your hands.
- Boats will now have a defense bonus when inside them but can be damaged in combat.
- Non-metal knives can be disassembled, but they no longer get weight reduction when crafted.
- Decreased the scaling effect of player health for aberrant health, leading to more strength needed before reaching the cap. (Thanks DerSimon!)
- The damage modifier for boats has been reduced in half.
- Lava damage has been doubled.
- Untamed creatures will now lose their aggression towards the enemy of the tamer unless they are actively in combat with the enemy.
- Creature re-animation is now limited and gets rarer the more they have respawned.
- Increased the spawning chances of merchants slightly.
- The mitigation effect from the parrying skill now scales with damage. (Thanks DerSimon!)
- Goats no longer spawn by default on coastal islands at 0 reputation.
- Travel time is now greater based on how far you are away from the edge of the map.
- Combined water tiles no longer contaminate each other fully when both bodies of water contain massive amounts of water.
- You can now only contaminate wells if they don't have an unlimited source and are less than half full.
- Stone house templates on coastal islands will now only generate inside caves. Wooden house templates will only spawn on the overworld.
- The quality of floors, walls, and other building materials now affects civilization score.
- Papaya trees are no longer passable.
- Water stills now have a chance to spawn in abandoned house templates.
- Reduced the max attack of snakes.
- Crafting efficacy messages are now displayed at 30% skill instead of 20% and exact values are revealed at 90% instead of 80%.
- Wisps no longer spawn in the ice cap biome.
- Reduced the skill check/difficulty of adding fuel to torches.
- Several actions that caused global reputation changes in multiplayer games now only apply to specific islands.
- Skeletal remains now animate when a tamed creature walks near them or an item is thrown at them.
- Hammocks no longer give sleeping and resting debuffs when over water, snow, swamp, or cooling lava.
- Tweaked fire source tiers for doodads so that torches/candles/stills perform relatively worse versus other fire source doodads.
- Slightly increased the generated creature count on coastal islands.
- Spruce seeds are no longer harmful to consume.
- Gravel tiles can no longer produce fresh water.
Modding
- Added modding support for magical properties. Learn how it's done from the new modding guide on the topic!
- Added modding support for biomes.
- Updated the interface of the "Wayward Types Viewer", previously known as the "Wayward Documentation".
- Added support for player-like NPCs that run with simulated turn mode in single-player.
- Languages can now provide definite article rules as well — ie, "the" (definite) in addition to "a/an" (indefinite).
- Nightly versions of all mods are now published on Github.
- Mods can now register "tags" for items, doodads, and entities, to apply as needed.
- Fixed encumbered status not being updated when weight bonus had changed.
- Don't include
"node_modules/@types/*"
folders in published mods - Fixed moddable Prompts not working correctly.
- Fixed group dropdown tooltips staying in the document forever.
- Fixed some modded things not being associated with their registering mod, causing resource paths to break. (Thanks fluff!)
Mods
TARS
- Added TARS-powered NPCs that you can spawn.
- Added an NPC UI panel.
- Added "Angler" mode.
- Added a "Maintain Low Difficulty" option for Survival mode.
- Added support for Volcanic islands.
- Added a "Follow" Player/NPC task.
- Added a "Data" panel for saving/loading previous TARS configurations.
- Improved Gardener mode.
- Learned to use bandages during battle.
- Added an option to adjust the accuracy of the planning algorithm
- Allow exploring islands in multiplayer when the server has travel enabled.
- Fixed the "Move to Player" task not working correctly when the player is on another island.
- Fixed issues moving around when encumbered in multiplayer games.
- Fixed issues purifying water
- Learned how to effectively use backpacks.
- Fixed the "Enable TARS" check button being able to get out of sync.
- Fixed issues gathering treasure in different world layers (cave/overworld).
- No longer digs up placed down things (like red carpet).
- More accurate calculations when determining what weapon to equip.
- Fixed a hunger/weight stuck loop with chests.
- Improved performance when dealing with many items.
- Fixed issues obtaining resources from caves.
- Fixed dropping harvested/gathered items to reduce weight in "Harvest Mode" & "Treasure Mode". It will now try to build additional chests for storing the harvested items.
- Tile navigation overlay is now disabled by default.
- Added an option to toggle the tile navigation overlays.
- Will act more appropriate in multiplayer games when the "Good Citizen" option is enabled.
- Fixed equipping/unequipping issues.
- Fixed getting stuck gathering treasure in "Treasure Mode".
- Fixed getting stuck when tilling in gardening mode.
- Fixed TARS randomly running back to the base while trying to do stuff.
- Fixed movement issues when hunting creatures
- Improved water gathering capabilities.
- Fixed some issues with the static UI displaying status.
Odd Magicks
- Created a new example mod to demonstrate custom magical properties and injection into actions and item tooltips.
Troposphere
- You can now fly around the world on the Nimbus.
Debug Tools
- Fixed "resurrect" and "remove" not working for corpses.
- Sped up mod unload when the dialog was never opened.
- Fixed dialog memory leaks.
- Fixed tile painting not deactivating when closing the dialog.
- Fixed inspection not working in real-time mode.
Technical
- Increased the speed and performance of dialog movement and resizing.
- Improved the performance of item updates.
- Filter inputs no longer perform the filter the moment you type a character, and instead wait until you haven't typed a character for 100ms. This fixes freezes when filtering huge lists of items.
- Improved performance of the load game menu when there are a lot of saves.
- Low power mode now disables magical item animations.
- Improved performance of magical animations.
- Wayward has been upgraded to TypeScript 4.7.
- Wayward has been upgraded to Electron 20.1.4.
- Improved performance of crafting recipe updating by up to 75%.
Beta 2.11.6
April 28th, 2022
Improvements
- When exporting saves, the file type (.wayward) is now enforced.
Bug Fixes
- Fixed Starter Quest "Welcome" quest not being pinned when starting a new game.
- Fixed tooltips flashing in simulated turns mode when more than one player was connected.
- Fixed fog of war issues after traveling/reconnecting. (Thanks Whaffles!)
- Fixed a multiplayer desync related to equipment.
- Fixed a crash when advancing island time. (Thanks Grub!)
- Fixed cases where weight and crafting recipes were not being updated in multiplayer games.
- Fixed certain items not having any weight variance when dismantled. (Thanks riftborn!)
- Fixed cooked fish kebabs not requiring fire. (Thanks Lonely Shikari!)
- Fixed dedicated displaying a blank screen after a while.
- Fixed the pacifier milestone not counting certain creatures properly. (Thanks warriorsforever482!)
- Fixed interrupts staying open when leaving multiplayer games.
- Fixed wisps vanishing in a couple of instances after pouring.
- Fixed container breaking not adhering to normal tile rules. (Thanks DerSimon!)
- Fixed dropping items not resetting their quickslot position. (Thanks BeautifulNova!)
- Fixed field of view-related desyncs.
- Fixed aberrant mudskippers not being dismantlable.
- Fixed a brief flash of white during screen transitions.
- Fixed instances of equipment rendering over top of trees. (Thanks riftborn!)
- Fixed disabled UI Effects/UI Opacity not working on islands intro/game details animation.
- Fixed the changelog not getting the proper order of mod changes.
Modding
- Fixed issues when a mod was installed locally and via the workshop at the same time.
Technical
- Improved crafting dialog performance.
- Upgraded to Electron 16.2.1.
Mods
Debug Tools
- NPCs can now be spawned over blocked tiles and tile events/doodads.
TARS
- Fixed item protection options interfering with equipment selection.
- Fixed harvester mode sometimes leaving food on the ground.
- Fixed getting stuck moving back and forth from caves and the surface.
- Added an "Allow Equipping Protected Items" option.
- Added a "Lock Equipment" option to prevent TARS from changing your equipment.
- Increased max height for the dialog.
- Fixed an instance of getting stuck with a tamed creature when butchering.
Reincarnate
- Stat maximums now have their lower ends capped so stats cannot go past reasonable levels on reincarnation.
- Skill values are now only randomized if the player had any skill in each, to begin with when reincarnating.
- Strength is now randomized along with health and calculated together when reincarnating.
- Stats now have randomized starting values (and are not set to their maximums on reincarnation).
Beta 2.11.5
March 11th, 2022
New
- Added an option to set the maximum number of advancing turns in world options.
Improvements
- Added initial support for Steam Deck.
- Protected items can now be used for disassembling as long as their durability is over 0.
- The fire/lava dangerous warning prompt will now only show if it will actually hurt/damage the player.
- Adjusted the camera position to improve centering on the player's sprite.
- Attempting to pick up items/excrement, lockpicking, opening containers, using hitches, opening doors, or digging on tiles that are on fire or in lava will now produce a warning if enabled.
- "Allow Hardcore Respawn" is no longer toggleable when not running a hardcore game.
- Merchants will no longer stay in place (while a trading dialog is open) while they are taking fire damage.
- Cooked fish kebabs can now be disassembled.
- Scrollbars will now appear wider for accessibility/touch interfaces.
- Improved readability of magical "Endurance" and "Regeneration" properties tooltip text. (Thanks Nobody Important!)
- Increased the maximum zoom level.
- Removed a scrollbar that could appear on stats in certain resolutions/scales.
Bug Fixes
- Fixed character/creature/item graphics not using the correct scale on certain operating systems and hardware. (Thanks ldellapiana!)
- Fixed issues when quickslotting multiple of the same item. (Thanks SMMFO!)
- Fixed "Remove from Quickslot" removing all instances of that item in quickslots.
- Fixed desyncs related to background option updates.
- Fixed a duping and disassembly issues with fish kebabs. (Thanks DerSimon!)
- Fixed switching slots not working properly.
- Fixed several burning events not specifying the proper location of the burn on the player.
- Fixed a duplication issue with slither suckers. (Thanks num ca nem vi!)
- Fixed a freeze/crash related to fires when advancing island time.
- Fixed an instance where the game is shown in color after the player is a ghost after reloading a previous game.
- Fixed "phantom" doodads displayed in the fog until revealed not to be there. (Thanks Anketam!)
- Fixed some items that produced heavier items when burned. (Thanks DerSimon!)
- Fixed efficacy not allowing a rating of 0%. (Thanks DerSimon!)
- Fixed creatures being able to follow ghosts still.
- Fixed desyncs related to clients joining the server while they were on other islands.
- Fixed respawning as a new character not resetting skills or reputation.
- Fixed issues where the inventory would appear greyed out after crafting (again!). (Thanks animexamera!)
- Fixed the quality of tiles dug up not matching their original quality after stacking more than a single tile. (Thanks Destro!)
- Fixed the inventory being able to produce a horizontal scrollbar in some instances. (Thanks DerSimon!)
- Fixed multiple visual glitches when doing certain actions over top of any doodad while wearing certain equipment. (Thanks Wuffy!) (Thanks Rayb!)
- Fixed the pacifier and friendly milestones spawning more than one creature. (Thanks Benzi!)
- Fixed a rare issue that would prevent multiplayer clients from executing actions.
- Fixed targetting actions (like repairing) allowing the action on itself when placed in the first spot in your inventory. (Thanks Ursa!)
- Fixed weight calculating incorrectly when placing containers in other containers. (Thanks Raxy9975!)
- Fixed civilization score discrepancies when tiles melted.
- Fixed item actions not working for items outside of main inventory. (Hotfixed) (Thanks Thadon!)
- Fixed the bronze shovel having incorrect values for its digging and mining properties. (Thanks Ursa!)
- Fixed underline/linked text formatting issues.
- Fixed using hitching posts that were on fire not burning the player properly.
- Fixed up some incorrect word usage. (Thanks Setimu).
- Fixed auto item actions not producing warnings when applicable.
Balance
- The tile or doodad quality now affects civilization score.
- Fertile soil now provides a civilization score.
- Bronze items (and a few other select items) are now tradable but are not sold on merchants.
- The dangerous action warning option is now disabled by default.
Technical
- Improved "Default" power mode to automatically run in "low power" mode when the device is on battery power.
- Improved performance of various UI animations.
- Running the game in "low power" mode will disable all continuous animations which will stop all rendering when idle.
Mods
TARS
- Fixed various warnings/errors while executing stat recovery plans.
- Fixed issues when crafting a water container while encumbered.
- Now detects when corpses/items decay while moving to them.
- Will no longer move to a corpse or item if it will be decayed by the time it gets there.
- Added additional options for survival mode.
- Fixed TARS acting weird when dropping items while encumbered.
- Split up options section into multiple panels to reduce clutter.
- Added options to control how TARS will use protected items.
- Added "Treasure Hunter" mode, which will solve maps & find treasure.
- Improved logic for starting water stills.
- Speed up base organization.
- Fixed issues recovering stamina while moving when overburdened
- Fixed TARS sometimes trying to use the same item for multiple purposes and not being able to craft because of that.
- Fixed TARS trying to dig while things were blocking the tile.
- Fixed TARS accidentally wandering into caves and getting stuck.
- Added option that can instruct TARS to only harvest using hands.
- Fixed TARS continuously creating anvils until the whole world was covered in them.
- Fixed bugs in objective planning calculations related to chests.
- Fixed erratic movement when trying to till tiles.
- Fixed new games not loading when quitting a game that was not at the starting island.
- Fixed getting stuck harvesting in harvest mode.
- Included distance in "moving to" status message.
- Improved creature hunting logic.
- Learned that caves exist.
Debug Tools
- Fixed WebGL context leaks when using the selection panel.
Beta 2.11.4
February 4th, 2022
Improvements
- Protected items can now be used for dismantling as long as their durability is over 0.
- Updated the accepted item list for item quests in challenge mode to include new items and items that exist in other island types.
- The crafting and skill tooltips for reputation now take milestone modifiers/custom game options into account. (Thanks Kalako!)
Bug Fixes
- Fixed picking up items via idling/moving not updating player weight sometimes. (Thanks WinterBearPark!)
- Fixed magical malevolence properties not allowing gaining malignity when at maxed benignity among other issues. (Thanks Anketam!)
- Fixed the magical "Aptitude" property not working for normal quality items. (Thanks DerSimon!)
- Fixed gathered tiles not producing the correct resources when digging. (Thanks TheLukeyBoi!)
- Fixed performance issues with fire and temperature. (Thanks Ursa!)
- Fixed occasional tooltip errors in the mod manager menu when closing the steam overlay after uninstalling a mod.
- Fixed certain items not always being removed when sailing to civilization if they were in a sub-container.
- Fixed NPC inspections not working.
- Fixed being able to occupy the same tile as creatures other than fish. (Thanks DerSimon!)
- Fixed various tooltip errors.
- Fixed an error when hovering over the merchant name in the "Mercantile" note. (Thanks Lardi!)
- Fixed auto action hover item highlights not always matching the item that will be used.
- Fixed island event messages being able to appear for players on other islands.
- Fixed a possible error when using the upgrading action and other issues when attempting to use the action on a facing tile.
- Fixed interrupt screens not allowing quickslots to be used afterward if using a hotkey for selecting a menu item. (Thanks NightsFire!)
- Fixed an infinite loop when opening containers with no screen space left. (Thanks Shirow!)
- Fixed the stepping into fire warning triggering even if the tile was blocked in some cases.
Balance
- Increased the chances of gathering earthworms and added them to more tile types.
- Increased the effectiveness of seed tiers for reputation gain bonuses. (Thanks DerSimon!)
- Increased the maximum value for magical "Lightening" properties.
- The added score reduction when playing challenge mode in real-time or simulated turns is now based on tick speed.
- The score in challenge mode now decreases slower.
Modding
- Speed up mod publishing by excluding the node_modules/@wayward folder.
- Fixed issues creating new NPC types from mods.
- Updated tsconfig.mod.base.json compile target to ES2021.
Technical
- Improved performance of flow field in multiplayer games.
Mods
TARS
- Fixed TARS trying to gather water while a solar still is blocking the tile.
- Fixed TARS getting confused when trying to offer items to tame creatures.
- Added a "Tame Creature" task.
- Sped up planner calculations.
- Learned how solar stills work.
- Added a "Move to Creature" task.
- Added "Harvester" mode.
Debug Tools
- The selection viewport will now rerender when turns pass.
Beta 2.11.3
January 23rd, 2022
New
- Added a new screen vignette effect (that can be disabled in options) when your health is low.
Improvements
- Replaced "Clear Ghost Data" multiplayer option with "Allow Hardcore Respawns" option which allows hosts to respawn as well and is also exposed via dedicated server arguments.
- Planting seeds or spores will now increase gardening as well as the skill associated with the item (botany or mycology).
- Improved reliability of Steam network connections.
- Reduced multiplayer bandwidth usage by around 400%.
- Screen DPI (and the "zoomFactor" option) will no longer change the amount you can zoom in or out.
- Updated the description of magical aspect to be more in line with its use. (Thanks lilzoark!)
- Added all plantable items to the "seeds" loot group for Dryads.
- Added dedicated server arguments for setting gameplay modifiers.
- Improved reliability of automatic WebRTC fallback if the Steam network connection gets stuck.
Bug Fixes
- Fixed an issue where the wrong items were being named in the disassemble warning. (Thanks Shirow!)
- Fixed the sleeping/resting dialog prematurely hiding itself in multiplayer games.
- Fixed multiplayer desyncs related to the "Pacifier" and "Friendly" milestones.
- Fixed items being able to require themselves to disassemble.
- Fixed dedicated servers not handling fog of war radius updates correctly. (Thanks Shirow!)
- Fixed some magical properties that can be given to lit torches and candles being removed after being extinguished or vice versa. (Thanks Skarn!)
- Fixed the durability tooltip for plants not showing the proper message.
- Fixed not being able to select milestone modifiers when creating a multiplayer game in the dedicated server GUI.
- Fixed some options tooltips not being displayed in the options menu.
- Fixed a multiplayer desync related to creature trapping.
- Fixed the "Player Connecting..." screen still able to be shown after leaving a game.
- Fixed crafting tooltips toggling on and off in multiplayer games as ticks pass (again).
- Fixed some previous saves resulting in infinite loading for clients. (Thanks Shirow!)
- Fixed multiplayer desyncs related to refining items that can be disassembled. (Thanks Shirow!)
- Fixed the possibility of "You see..." messages showing up while traveling to other islands
- Fixed books staying open even after walking away from or destroying them. (Thanks riftborn!)
- Fixed active sorting making sound effects when it sorted items.
- Fixed overlapping sound effects triggering on travel. (Thanks riftborn!)
- Fixed the respawn button not working when clicking on the text portion of the button.
- Fixed rejoining as a new character (now respawning as a new character) not using the same milestone modifiers set. (Thanks Shirow!)
- Fixed +console mode spamming errors. (Thanks Shirow!)
- Fixed "Unable to verify port" message adding commas to the port number.
- Fixed a graphical issue with fire. (Hotfixed) (Thanks NightsFire!)
Balance
- The maximum health bonus for repeated taming is now capped based on the creature's base maximum health. (Thanks alacandor!)
- Full tiles of items will now act as obstacles when using ranged attacks.
- Items that are disassembled from crafted items will now have their durability reduction scaled instead of just a single point each time.
- Random events now happen to a random player each tick instead of all players.
- Slimes will no longer split when using fire damage.
- Slime splitting chances will now scale with how much their health is over their normal maximum health.
- You can no longer fail to plant seeds or spores; however, their durability combined with your skill will transfer to the plant's health (durability) now.
Technical
- Improved logging of multiplayer desync errors.
Mods
TARS
- Fixed getting stuck gathering water when the water was far away from the water still
- Fixed getting stuck in a loop when around hitched creatures that are too powerful.
- No longer tries to mine plants. Mining is for fish!
- Fixed TARS getting confused if it accidentally tames creatures.
- Fixed issues where TARS would incorrectly move items into chests when near the inventory weight limit.
Beta 2.11.2
January 9th, 2022
New
- There are now messages and sound effects when exhausting fire sources in crafting and other situations.
Improvements
- Attaching a container to a water still will now show an item notification over it.
- Creatures will no longer follow ghosts.
- Dryads can now rarely plant seeds.
- Swords now have "melee" as the default action instead of other tool actions. (Thanks Petalwing!)
- Automatically fallback to use WebRTC when a multiplayer Steam network connection is not working properly.
Balance
- Using bait while fishing now has a greater chance of attracting creatures.
- Items burned will now produce items of varied quality, similar to the distribution of dismantling.
- Reduced amount of islands you can travel at a time (increased skill check).
- Increased hunger/thirst/stamina reduction when traveling.
- Dryads now have a slightly decreased chance to spawn (increased requirements), increased health, and reduced attack. They also now provide negative reputation when killed.
- Reduced the chance of magical properties on superior/remarkable items slightly.
Bug Fixes
- Fixed a bug where merchants were being spawned too quickly (or improperly in some cases).
- Fixed treasure chest loot not adhering to the container's maximum weight. (Thanks Anketam!)
- Fixed errors when crafting while near the edge of the map. (Thanks num ca nem vi!)
- Fixed being able to spawn outside of the normal map bounds when traveling. (Thanks Anketam!)
- Fixed reinforcing relic items not working every time. (Thanks Nobody Important!)
- Fixed a desync when using the item action menu facing some doodads.
- Fixed opening the item action menu extinguishing doodads. Yikes. (Thanks FluffyWuffletonTheFierce!)
- Fixed "See More" showing even when "Always Show More Information" is on. (Thanks Ygdrad!)
- Fixed some items having the "aptitude" property that shouldn't be based on uncraftable items that used them in their recipe. (Thanks DerSimon!)
- Fixed changed items not being filtered properly. (Thanks riftborn!)
- Fixed tiles being burned not distributing the correct quality on items dropped.
- Fixed memory leaks related to milestone modifiers.
- Fixed errors happening when traveling/generating a new island. (Thanks animexamera!)
- Fixed rare multiplayer desyncs related to scarecrows.
- Fixed an item ID error being produced in certain situations. (Thanks Torrin!)
- Fixed being able to unpause the game when you're not supposed to, such as when a new player is joining a multiplayer game.
- Fixed efficacy ratings being commonly inaccurate when crafting. (Thanks DerSimmon!)
- Fixed being able to break out of the map bounds. Get back in there! (Thanks num ca nem vi!)
- Fixed some items not having tiers for their groups that were used in crafts.
Modding
- Fixed imports starting with "@wayward/types" when importing modules in Visual Studio Code.
Mods
TARS
- Added a "Good Citizen" option that instructs TARS to not steal items from other player's chests in multiplayer games.
- Added a "Sail to Civilization" task.
- Fixed issues when planning/executing certain objectives.
- Speculatively fixed TARS crafting a "Tin Double Axe" just to disassemble it.
- Refactored codebase.
- Fixed getting stuck when trying to build some doodads.
- Will now hunt boglings that are bogglin' up the base.
- Fixed an infinite loop when trying to start a water still while near the inventory weight limit.
- Base doodads will now be highlighted in red in the navigation overlay.
Beta 2.11.1
December 31st, 2021
New
- Added an option to protect required (non-consumed) items from use in crafting.
Improvements
- Coordinates are now presented in NESW format.
- An error prompt will now be displayed when save data fails to load when starting the game.
Bug Fixes
- Fixed item action quickslots not getting the best tool in some cases. (Thanks num ca nem vi!)
- Fixed crafting tooltips blinking on and off in real-time mode. (Thanks olatuf!)
- Fixed line of sight passing through blocked terrain. (Thanks Ashery!)
- Fixed an issue where burning certain containers would result in a new container. (Thanks DerSimon!)
- Fixed an issue with magical properties when using the new wisp mechanic. (Thanks DerSimon!)
- Fixed liquid containers not being available for the magical "Aptitude" property. (Thanks DerSimmon!)
- Fixed "Advancing Island Time" not showing a progress bar in multiplayer.
- Fixed multiplayer desyncs related to frequent player connections and disconnections to the server.
- Fixed multiplayer desyncs related to crafting an item and using it within 16 milliseconds of its creation.
- Fixed multiplayer desyncs related to packet data getting corrupted.
- Fixed occasional errors when closing the game while connected to a multiplayer server.
- Fixed getting stuck if the server shuts down while a player in on the game over screen.
- Fixed multiplayer desyncs related to players sailing to and from the same island within a single session.
- Fixed a timed-out interrupt showing up after canceling the "Unable to Join Game" interrupt.
- Fixed the sleeping/resting/player screens connecting getting "stuck" in multiplayer games.
- Fixed the game getting stuck at "Finalizing Island" when trying to load a corrupted save.
- Fixed an inspection error when traveling to another island. (Thanks DerSimon!)
- Fixed issues related to ranged attacks in multiplayer dedicated servers.
- Fixed several items spawning incorrectly on merchants of the wrong island type.
- Fixed graphical issues when placing tiles underneath doors. (Thanks TheLukeyBoi!)
- Fixed dryads spawning on water. (Thanks DerSimon!)
Balance
- Increased the chances of getting resources when gathering (at low skill levels) but also increased the skill/tier bonuses required to gather multiple resources in one action.
- Dismantled item quality will now be impacted greater by the base item's quality (so exceptional items will now lead to more exceptional items for example).
- Decreased base merchant spawn rate and limit.
- Aberrant versions of creatures will now only be able to spawn naturally at double their normal spawning reputation (capped to -64,000).
- Digging failures will now provide skill gains more commonly.
- The fishing skill will now provide more effectiveness when attempting to cast in empty water (previously more RNG-based).
Modding
- Fixed the +mod command installing the latest version of the types and messing up the mod.json "waywardVersion" property. (Thanks Amax!)
- Fixed typing errors when building mods.
Mods
TARS
- Fixed "Move to Player" dropdown box not updating when in multiplayer games.
- Fixed errors after TARS travels to another island when in Survival mode.
- Fixed TARS getting stuck if it already explored all the surrounding islands when in Survival mode.
Beta 2.11.0 "Horizons"
December 24th, 2021
New
- Added a new "islands" dialog, acting as a world map. It's unlocked when obtaining a sea-worthy vessel, which allows you to travel to inspect and travel to nearby islands.
- You can now sail to any island within a certain distance, the travel time and cost dependant on the distance traveled.
- Several islands can now be loaded at a time, allowing for quicker travel and allowing players in multiplayer games to be on different islands from each other.
- Added a new "Seafaring" skill which increases travel distances, reduces hunger and thirst costs when traveling, and more.
- Added a new "Volcanic" island type and biome with new resources, tiles, interactions, and creatures.
- Added the ability to assign quickslots with tool-based actions (similar to "Carve with Tool" previously from the action menu). Alternatively, you can perform actions here by opening a new menu as well with "Shift + Q or Shift + Right Click". These actions will automatically pick the best tool for the given action.
- Added ability to assign action menu actions to the quickslot bar.
- A new item quality, "Relic", has been added. Relics have a high amount of magical properties, but have low starting durability and are dropped exclusively from aberrant creatures and treasure chests.
- Added a "Rejoin as a new player" button to the death screen when dying in multiplayer games that have "clear ghost data on leave" option enabled.
- Added a "Respawn in Casual Mode" button to the death screen when you die while in a permadeath mode so you can continue playing your save.
- Merchant NPCs will now spawn and restock based on the number of buildings (walls/floors) constructed on an island, and will decrease in odds the further out you are from your starting island.
- Added a couple of new craftable "scarecrows" that you can place down to prevent or reduce the likelihood of creatures spawning and/or movement around them (depending on the creature).
- Added a new armor set of "armored scale" with unique properties/usefulness.
- Added needles for all types of metal.
- Added a pangolin creature to the new "Volcanic" island type.
- Added mysterious and coveted "Dryad", a plant-like creature with unique properties and loot.
- Added "Master of All" milestone and milestone modifier for getting all skills to 100%.
- Added the "Traitor" milestone and milestone modifier.
- Added a new form of grass called "Tanglehead", spread throughout the arid and volcanic islands types. Dirt will no longer be native to arid islands as a result.
- Added a new magical property "Regeneration", which repairs/restores durability on items over time.
- Added a new magical property, "Aptitude", which multiplies its effectiveness in crafts.
- Added a new interaction with wisps.
- The main menu buttons and tabs across all menus now have associated icons to improve UX.
- Sailing to new islands now raises your cartography skill.
- Starting at 40% cartography skill, the islands map and item tooltips now show which map items are associated with each island.
- Introduced the concept of spores to mushrooms and ferns.
- There are now non-tattered versions of shirts and pants that are available to craft.
- Added an "Open Backups Folder" button to the save data section in the options menu.
- You can now drag and drop save files onto the game to import them.
- Added +dev command line switch to dedicated servers to enable developer mode.
Improvements
- The quality of terrain (including fertile soil) now affects the speed at which plants grow. The better the quality, the faster the growth.
- The island name, game options, modifiers, and any quests are now displayed on game start and arrival at a new island.
- The pause menu has been updated to show the island name and modifiers separately from the pause status and menu options.
- You can now quickslot multiple of the same item (to assign them different actions).
- You can now use crafting quickslots even when you no longer have the item.
- Quickslots have been partially moved to the new UI system, enabling the ability to move them to any edge of the screen. The default position in new saves is the bottom.
- Added three more quickslots to the quickslot bar.
- Quickslots now have a highlight animation when being used.
- Islands now have randomized names.
- Sped up menu animations, removed some "instant" menu animations because they caused flashing.
- Converted "gathering" to chopping and mining. A tool's damage type will no longer affect resource gathering as tools will now have their own "Chop" and "Mine" properties.
- "Carve With Tool", now simply "Butcher", as well as all the new tool/auto action will now use protected items unless they are at 0 durability and will warn you before breaking if you have the option enabled.
- "Chop" is now the default action for axes (except for tin-based tools) instead of "Carve", now named "Butcher".
- The "Carve" action is now called "butcher" to reduce confusion of its purpose.
- Non-consumed required items can now be used in crafting while protected when they are over 0 durability (cannot be destroyed in the craft).
- Added a multiplayer option to delete ghost data when players leave (so players can rejoin as a new character).
- You can now customize the order of menu bar buttons, and even remove buttons or add new dividers if you wish.
- Items now mention when they are used as part of a craft in the tooltip under "uses".
- All island types now have a unique fog of war color/tint.
- When starting a multiplayer game/server, only auto-pause the game when the turn mode is Real-time.
- Ghosts can now travel to previously visited islands.
- Reworked menu tabs highlighting to work based on distance, rather than just appearing as active when on screen.
- The disabled mod warning will now be cleared after going into the mod menu.
- The "quests" and "notes" menu bar buttons are now hidden until you have gained at least one quest/note in any game.
- There are now tooltips for item/action menus that explain how to use them in conjunction with quickslots.
- Loading screens that previously showed progress as a percentage now show a progress bar.
- Removed some loading animations in cases where they would be near-instant.
- Removed lag spikes when players join or leave multiplayer games.
- Removed the max saves limitation. You can now have as many saves as your disk space can fit.
- The "continue game" button on the main menu now shows the name and preview image of the last-played game.
- Increased fade-in speed when starting a game or when traveling to other islands.
- Players that are ghosts no longer affect turns in simulated turn mode.
- Reorganized the options menu and added additional tabs to make it easier to find things.
- The gameplay section of the bindings menu is now split into additional sections, "Items", "Quickslots", and "Context Menu."
- Improved the layout of the dedicated server menu, and cleaned up the code allowing messages to display.
- The sections of the bindings menu are now collapsible and start out collapsed.
- The message dialog's close icon is now displayed as a "minimize" icon when messages are assigned to a quadrant.
- You can now craft snowmen with wooden poles or branches. (Thanks Ashery!)
- Decreased the footprint/size of action menus slightly.
- Added an animation to multiplayer servers being shown.
- Reduced size of "Reached max backup limit" dedicated server messages.
- Merchants will now move when players idle while facing them, giving players a chance to escape situations where a merchant might block them in if they traded with them.
- Improved reliability of the multiplayer "Run Connection Tests" button.
- Tweaked the look of disabled elements when UI opacity is disabled.
- Added better item cloning/syncing for dug up crafted tiles and flooring. (Thanks Ashery!)
- "Collect Object with Hands" is now named "Pickup Doodad". Badderlocks and piles of rocks are now gathered normally instead of needing to "collect" them.
- Improved the graphics for wooden gates, especially when opened so that they are more apparent that they are open.
- Increased performance of the main menu & load game menu when many large saves exist.
Balance
- Merchant NPCs will no longer spawn completely randomly when a new island is generated but rather can spawn near abandoned houses and other pre-generated templates (in addition to player-built bases).
- Increased the spawn cap of merchant NPCs and is based on the number of buildings (walls/floors) are constructed on an island.
- Giant rats and spiders no longer spawn at 0 reputation (at the start) on coastal islands.
- Aberrant creatures will no longer spawn at neutral (0) reputation, meaning they won't spawn on world generation with default reputation settings.
- Increased amount of guaranteed items that are in treasure map treasure chests.
- Sharks will no longer be aggressive towards players that are not in water.
- Lit doodads (campfires, furnaces, etc.) and fires can now produce hotter temperatures (depending on their fire stage/level of stoking). (Thanks Anketam!)
- Found/looted items will no longer be guaranteed to disassemble to their exact quality; however, rarely, they can surpass its quality.
- You can now swim to other islands without a boat once reaching 80% swimming skill.
- Friendly merchants will no longer walk over plants that can be trampled.
- Re-balanced many weapon/tool gathering capabilities with the new "Chop" and "Mine" properties applied. There will be a bigger gap between the two depending on the weapon/tool. Many weapons will perform worse as tools now as a result.
- Scales and animal hides no longer count as "fabric". Other fabric types and sources now drop and are found more commonly to compensate for this.
- There is now a chance of dismantling items into one higher quality, but also a greater chance of producing lower qualities as a trade-off.
- Tweaked resource gathering item quality slightly so that quality items drop a bit more frequently at lower skill/tool tier levels especially for resources that have an increased quality.
- Increased the extra durability given with the "Crafter" milestone modifier. Durability is now doubled (up from 1.4).
- You can no longer gain multiple skill points (decreasing reputation each time) per single chop/mine/gather action.
- Chop and Mining (previously gather) actions reputation loss will now be affected by tool's action tiers.
- Magical reputation properties will no longer get rerolled between benignity/malignity when transmogrified (this is reserved for "altering").
- Iron has been made slightly rarer, while limestone has been made a bit more common on ice cap islands.
- Certain plants have been removed from the "Arid" islands types and moved to the new "Volcanic" island type.
- Lava has been made rarer in coastal and arid island types.
- Cotton bolls will now dismantle into cotton and cotton seeds.
- Lockpicks can now be crafted directly from cactus spines instead of having to craft a cactus needle first.
- Increased the time you can be without seeing a merchant NPC before it has a chance to wander away.
- Increased weight bonus granted from boats' paddle action tier by 2.5x.
- Boats' paddle action tiers no longer decrease the stamina reduction of carrying too much weight while sailing.
- Reduced hot and cold insulation on scale armor.
- Lockpicks now require two needle-like (or spines) to craft (up from 1).
Bug Fixes
- Fixed recipes not being discovered properly from adjacent containers.
- Fixed merchant NPCs able to be spawned inside blocked doodads like walls.
- Fixed entities standing on walkable doodads rendering above tall doodads. (Thanks riftborn!)
- Fixed the magical reputation properties not being properly accounted for when doing reputation cap calculations. (Thanks SMMFO!)
- Fixed quicklotted items automatically restocking items that were already quickslotted in another slot, causing multiple issues. (Thanks Neo Blitz!)
- Fixed a game freeze when resetting chat filters. (Thanks Luxodjen!)
- Fixed some cases where crafting/dismantle highlights were not updating properly. (Thanks Anketam!)
- Fixed back equipment rendering over top of tall doodads when standing on top of a doodad and behind another doodad. (Thanks TheLukeyBoi!)
- Removed most action shortcuts due to inconsistencies and issues caused by this system and replaced with the new action quickslot system.
- Fixed dragging quickslots dropping the item on the ground instead of clearing the quickslot.
- Fixed the old/new tooltips being able to overlap each other on equipment.
- Fixed possibility of items breaking without prompts being shown in some rare cases.
- Fixed no tools being effective for gathering tile events (honey fungus, tumbleweeds, etc.). (Thanks Ashery!)
- Fixed quick moving items (with Shift + Left Click) ignoring filtering. (Thanks riftborn!)
- Fixed shutting down multiplayer games sometimes showing "Lost connection" errors instead of "Server shutdown".
- Fixed the tooltip describing why you're unable to join a multiplayer server only showing when you're not hovering the server's metadata.
- Fixed many actions being performed when they shouldn't have been able to (without any visual feedback and sometimes passing turns) in multiplayer games.
- Fixed a few WebGL memory leaks.
- Fixed occasional errors when joining games from the multiplayer menu.
- Fixed a rare multiplayer desync that could occur when players were joining a server.
- Fixed exploits related to crafted tiles and flooring. (Thanks Ashery!)
- Fixed multiplayer desyncs related to updating options.
- Fixed the mercantile note not triggering for all instances of starting trades. (Thanks Ashery!)
- Fixed miscellaneous UI data sometimes not being synced to the server in multiplayer games, based on update order.
- Fixed some quickslot bugs when loading very old saves.
- Fixed containers within chests getting extra reduced weight. (Thanks riftborn!)
- Fixed an issue where large, contiguous regions of temperature producers could cause a stack overflow.
- Fixed some buttons with only an icon no longer having a background.
- Fixed instances where certain items were spawning on merchants in the wrong island type.
- Fixed status effects not updating immediately when moving between cave and overworld
- Fixed status effects not updating when teleporting.
- Fixed rare multiplayer desyncs related to random map templates.
- Fixed the craft action not having a tooltip when inspected.
- Potentially fixed exporting large save games freezing the game indefinitely.
- Fixed errors loading certain saves for games created on version 2.5.7 or lower.
- Fixed a brief menu flash when exiting a game or canceling out of the pause menu.
- Fixed featherweight not being applied properly to inherited items. (Thanks Ashery!)
- Fixed the messages dialog's scrollbar being too far over in small UI scales.
- Fixed the island at -1,0 always having the same seed as 0,0. (Thanks riftborn!)
- Fixed doodads/tile events being converted to the wrong doodads/tile events when upgrading older saves.
- Fixed dropdown-based settings getting reverted when going back into custom game settings after accepting them.
- Fixed resetting unlocked crafting recipes not working.
- Fixed allowing protected items when copying maps. (Thanks riftborn!)
- Fixed an issue with the raft animation.
Technical
- Migrated to ISteamNetworkingMessages for Steam Multiplayer
- Improved performance of moving/dropping items to/from containers and general performance of having containers/inventory opened. (Thanks riftborn!)
- Improved performance of crafting and dismantling items.
- Fixed various memory leaks throughout the game.
- Reduced the Wayward directory and download size by 60%.
- The old hook system has been removed in favor of events. Additional event buses have been added to assist in adoption.
- Gameplay modifiers have been re-coded so that there can be separate instances for each island.
- Synced particle effect simulation with game tick rate.
- Added an option to enable save compression, which can reduce save sizes by up to 80%.
- Reduced size of large games by up to 50%.
- Saving and loading large games is now faster.
- Tile rendering has been optimized to render only what is in view, leading to increased performance and faster loading.
- Upgraded Wayward to Electron 16.05.
- Increased speed of joining multiplayer games by always sending clients a compressed save.
- Added a +syncChecks dedicated server argument.
- Fixed wayward.cmd file to make running wayward commands easier not being in the
"wayward/bin"
directory. - The loading screen UI and the code that queues it are now separated, along with prompt UI and the code that queues up prompts for the user.
- Added a warning when attempting to launch newer development branch games on older build time as it can lead to corruption.
- Removed the "limitFPS" launch option as it no longer can function.
- Updated UI frameworks.
Modding
- Mods can now configure the order of custom menu bar buttons, placing them anywhere within the vanilla menu bar button order, or even not showing them at all by default.
- Added support for modding in new UI quadrant components.
Mods
TARS
- Changed dialog key bind to "," and toggle to "." (to not conflict with the new Islands dialog key bind)
- Fixed getting stuck while attempting to till a tile with a tamed creature on it.
- Now knows that sleeping with torches in a bad idea.
- Fixed not planting seeds (or tilling the ground) while in "Gardener" mode in some instances.
- Fixed recovery threshold not updating immediately after changing the UI slider.
- Fixed recovery thresholds not being set to an appropriate level on new games.
- Fixed trying to build objects over cave entrances.
- Fixed issues organizing the base when there's nothing to organize.
- Fixed errors related to loading games that previously had Quantum Burst Mode enabled.
- Fixed TARS running out of memory and crashing the game when trying to dismantle certain items.
- Will now craft and use bedding items to rest with.
- Will no longer get stuck when its boat breaks.
- Fixed memory leaks.
- Added a "Move To" panel to the dialog that lets you instruct TARS to move to a specified island, player, NPC, terrain, or object.
- Added a quadrant component to make it easy to view the status of TARS without requiring a dialog. It defaults to the bottom right of the screen.
- Fixed being able to attack without passing turns.
- Added "Terminator" mode.
- Added "Quest" mode.