Changelog

The changelog listed here is only updated so often - usually on each official release. For a more up-to-date, dynamic working list of changes, view our Trello.

Beta 2.2.3

December 10th, 2016

New

  • Added support for shift + right clicking on items within containers to move all of the same type.
  • Added a creature taming hint.
  • Added ability to enable and disable all mods.

Bugs

  • Fixed an issue where an invisible help window was blocking input inside the options window (caused by a change in beta 2.2.2).
  • Fixed a bug where deleting game data did not reload the game afterwards.
  • Fixed a bug where the height was incorrectly set on the hint windows that popped up during the loading a game and removed the ability for some hints to be shown during load.
  • Fixed some improper title-cased strings in the language file. Literally minor text fixes.
  • Fixed the preserve action showing up as "preservative with..".
  • Fixed a player head graphic issue that caused some pixels to be improperly offset while swimming.
  • Fixed a bug where if you had a doodad placed on a flammable tile, it would not require a fuel for the fire.
  • Fixed an issue that caused either duped, invisible, or broken items when they were moved too quickly between containers and inventory while also passing a turn/moving.
  • Fixed an issue that caused poor accuracy when sorting item in inventory while there were items quickslotted.
  • Fixed a broken text string when deleting your game "you want to delete this game?".

Balance

  • Aberrant creatures will now always give negative malignity on death regardless of type.
  • Dismantling and disassembling items now increase or decrease malignity opposite to the value used when crafting said item.

Improvements

  • The malignity hint now mentions the special rules regarding caves and night creature spawns.
  • Renamed items should now show the renamed name whenever possible.
  • The "enter" bind can now be used for selecting "Yes" inside confirmation screens.
  • You can now use a raft in any depth of water, making it so you can equip a lit torch before rafting.
  • Fixed aberrant creatures not making alternate creature noises when tamed or while making idle sounds.
  • Default actions for thistle seeds, acorns, and poison ivy seeds changed to "plant" from "eat".
  • Tinder has been renamed "wooden shavings" as to not conflict with the new "tinder" grouping.
  • The main menu now allows more content to be displayed, especially on lower resolutions. Additionally, some new menu animations have been added.
  • Other improvements to main menu design with added effects and improved readability.
  • UI elements that are not clickable no longer have hover effects.
  • Added a small delay when moving and turning into a resource tile to prevent accidental gathering.
  • The Starter Quest will now update the quest objectives when an item is dropped or destroyed (removed) as well.
  • Containers in your inventory will now show the 50% reduced weight totals within the tooltip.
  • The mage cloak has been renamed to "mage robe". Since it's a robe...
  • The in-world graphic for the raft now matches the item more closely.
  • Fixed an issue where some highscores text would overflow due to their length.
  • Added Unlok credits within the about section.
  • The modding guide link now goes to the new page (https://waywardgame.github.io/).

Modding

  • Split onAddOrUpdateInventoryItem into OnInventoryItemAdd, OnInventoryItemRemove, and OnInventoryItemUpdate.
  • Added a canDropItem hook.
  • Added the ability to get the source of damage via the onCreatureDamage hook.
  • Fixed return null not working for the onCreatureDamage hook.
  • Added CanCreatureSpawn and OnCreatureSpawn hooks.

Technical

  • Particle system refactored a bit. Now uses an RGB object and uses new ParticleType for non-defined values.
  • Sortable system has been recoded.
  • Version now automatically added within English translation for upgrade message.

Mods

  • [Argus] Fixed "See All" not working as intended.

Beta 2.2.2

November 26th, 2016

Bugs

  • Fixed a bug that did not allow water routing (digging pathways of water).
  • Fixed an issue where tile animations would continue to occur after a lava tile was changed into something else.
  • Fixed a bug that was showing the corpse carving hint when walking over blood instead of corpses.
  • Fishing on to land no longer produces a water sound effect.
  • Fixed an issue where a never-ending saving screen would occur when saving an older game that used mods that added creatures.
  • Added a check to stop errors when dismantling an impossibly weighted item (that appeared in beta 2.0).
  • Fixed an issue that changed doodads into other doodads when travelling to a new island after reloading that game (due to save conversion).
  • Fixed a bug where the character's facing direction was not updated when a confirmation screen was triggered.
  • Fixed a bug where breaking open a locked chest would not spill its contents.
  • You are no longer allowed to place tiles or build doodads over lava.
  • Fixed an issue where the new milestone fix was causing the game not to load. This was hot-fixed within the 2.1.1 update.

Balance

  • Hostile creatures now break aggression more commonly.
  • Malignity from skill use now occurs whether or not you gained in that skill. To counter-balance this, many skills have a much decreased malignity gain. Additionally, some skills now reduce malignity as well (new feature).
  • The malignity you gain from stat gains is now scaled based on the stat itself. The malignity gained from this method now starts off lower than previously.
  • Decreased spawning chance of claw worms slightly.
  • Aberrant creatures now have a cap on attack damage values.
  • Aberrant creature scaling now uses a linear progression, rather than a step/staircase; more smoothly ramping the difficulty.
  • Reduced plant spreading chance slightly.
  • Increased the damage of the flintlock pistol slightly.
  • Slightly increased chances of resources on digging.
  • Decreased effectiveness of equipment/armor and parrying against burn damage.

Improvements

  • Increased overall performance and reduced CPU/memory usage. These changes will have a greater impact on lower-end systems.
  • Plants now heal themselves over time (durability repairs itself).
  • Fade in/out transitions of windows/overlays are now a bit smoother.
  • Added coconuts palms to oasis templates.
  • Gathering plants and other environmental doodads no longer reduce their default durability.
  • Digging lava with hands now burns you.
  • You now receive the completion point for a Starter Quest as soon as you have reached it automatically so you can skip it if you missed clicking on the "Complete Quest" if going back a quest.
  • Added a "Close" button to the ending of the Starter Quest.
  • Added a "Start Quest" button to the beginning of the Starter Quest.

New

  • Added more different types of lava templates and tweaked existing ones.
  • Casting your net/line out (via fishing) on to items will now pick them up.

Modding

Beta 2.2.1

November 20th, 2016

Bugs

  • Fixed the heavy lag while dragging items into quickslots. Performance while dragging items has also been improved.
  • Fixed a bug where item weight from a gathered doodad would only take in to account the first item across all of the items gathered. This caused the dismantle errors. If you still have a branch with 0.1 weight as a result of this, simply discard it, or use it in a craft to fix the issue.
  • Fixed water containers and other items that return other items on use from disappearing when used/consumed when coming from beta 2.1.3 saves.
  • Fixed an issue where milestones were getting reset on every game load.
  • Fixed quickslot items appearing above dialog/windows.
  • Fixed blood still being visible on the turn when it was removed.
  • Fixed a bug where you never would receive hand damage when gathering without a tool.
  • Fixed a bug where gather with hands still used a tool if equipped.
  • Fixed an issue where crafting tabs were launching the Steam overlay. This was hotfixed into beta 2.2 prior to this release.

Improvements

  • The order of the thirst and hunger bars have been swapped to match the notifications and messages (and internal data).
  • You will no longer get stuck at 0 malignity when maxing out the caps of both positive/negative. When maxing out one side of your malignity, the opposite side will be increased/decreased.
  • When carving a corpse with blood on top of it, it will now remove all blood on top of it and carve the corpse automatically.
  • Added the "You removed the blood." message anytime you remove blood from a tile indirectly (closing a door, building on a tile, etc.) and added particle effects/sounds to the action.

Technical

  • Removed an unused forceAberrant property on spawnFromGroup.
  • Fixed addCreature not working properly for mods.

Mods

  • [Troposhere] Fixed some errors and broken functionality while in the Troposhere.
  • [Developer Tools] Fixed a bug where the refresh mod section would disappear on game reloading.

Beta 2.2 "Tamed"

November 18th, 2016

New

  • Added creature taming and item offering.
  • Added an option to confirm when stepping on to fire or dangerous object.
  • A new creature has been added.
  • A new lava tile has been added (with added support for tile lighting and animation).
  • Over 25 new items and doodads added. Included in this are all clay/stone/sandstone versions of campfires, furnaces, and kilns. Also included in this is a wealth of new unique resources and simulation-focused corpse carved resources.
  • A dismantle tab has added to crafting (so you don't have to go into an item's menu to dismantle items).
  • Added a "Drop Under Yourself" (instead of facing tile) option.
  • Added a new option to warn players on possible item break when crafting with items with 0 durability.
  • A new "Pick-up All" option has been added to the actions menu when facing a stack of items.
  • Added a hint for filtering/moving/resizing windows when scrolling on windows for the first time.
  • Crafts can now be sorted by skill (shown in a list like categories).
  • Item/action menu and quickslot binds now show the key they have been re-binded to.
  • Added a new skeletal remains doodad that will replace skeleton spawns in abandoned houses that only animate when near.
  • Corpses now decay into their resources (as given when carved).
  • Added a new option for disabling crafts when equipped or within a quickslot.
  • There is now a sunset and sunrise (atmospheric lighting color shifts).
  • Added a blood in water graphic/corpse object.
  • Added a couple more rare random events.
  • You can now "Dig With Hands" from the actions menu without using a shovel with the same potentially harmful effects as gathering without a tool.
  • Added support for media/browser keyboard keybinds in the options.
  • Each doodad and tile event now has a unique description.
  • Each creature now has a unique description.
  • A new milestone was added.
  • Added the following item groups: seed, fruit, vegetable, and tinder.
  • Added a warning dialog when trying to go back Wayward versions.

Bugs

  • Fixed a performance issue that increased CPU as much as 50% on some lower-end computers, even when idle.
  • Fixed an oversight that had tall grass drop grass seeds instead of tall grass seeds.
  • Fixed some instances where creatures did not pathfind behind obstacles reliably.
  • Fixed filtering not working after sorting in the crafting window.
  • Fixed a bug that prevented harpies, boglings, zombies, hobgoblins, and skeletons from dropping some loot.
  • Cancelled sorting when using a hotkey. This fixed some instances of "ghost" items in inventory
  • Fixed a bug where two turns were taken on successful transmogrification.
  • Fixed a bug where plants would inherit their planted seed's weight.
  • Fixed a bug that would not allow the game to be run when within a directory with a "#" in the name.
  • Fixed some instances of dismantling items adding up to more than the weight of the original item as well as other cases when dismantling was returning items with weights that was too low.
  • Fixed an issue where backspace did not work as a key bind.
  • Fixed an issue where some creatures could never spawn as aberrant forms.
  • Fixed a bug that made certain items heavier when not crafted directly (wrought iron arrows in treasure chests for example).
  • Fixed a bug where mod keybinds were randomly changing on reload.
  • Fixed a rare issue where random events could spawn plants on improper tiles.
  • Fixed an issue where if there was enough keybinds added via mods, it would cut off display of all or some of them.
  • Fixed a bug where the monster hit sound was not played if no damage was caused.
  • Fixed a bug that resulted in a bunch of "undefined" messages when clicking "Clear Messages" when scrolled in a non-default placement.
  • Fixed an issue where telling time via the sundial was not accurate.
  • Fixed a bug that would not remove light source from extinguished torches for a turn.
  • Fixed many typos and grammatical issues throughout.
  • Fixed a bug that showed two damage values when pouring water on to a fire elemental.
  • Fixed a bug that allowed you to transfer more weight than the maximum allotment to a container when using the shift/move all functionality.
  • Fixed a bug where growing plants did not have any durability by default.

Balance

  • Reduced weight of all lockpicks, bullets, and (iron) arrowheads.
  • Decreased max attack of zombie, but increased max hp slightly.
  • Increased most creature resistances to make damage types more impactful in combat.
  • Reduced difficulty of crafting waterskins and water stills.
  • Reduced scaling aberrant damage and defense a bit, but increased their health slightly (based on player's strength).
  • Increased maximum range on all ranged weapons/tools except for composite bows which was reduced in range.
  • Composite bows now also have a reduced damage and durability.
  • Increased base damage on all bullets and arrows.
  • Increased difficulty of transmogrifying.
  • There is now a maximum reinforcement amount per item (based on quality). Increased max durability given on each reinforce significantly.
  • There is now a malignity limit of -/+ 64000.
  • Smoothed out malignity increase/decrease values across all creatures focusing on gaining less malignity near start of game, and gaining more in late game.
  • Doubled the negative malignity gained when travelling.
  • Stone Arrowheads now have a larger variety of weight. Previously they could only be crafted as 0.1 weight.
  • Large rocks now dismantle into 3 stones instead of 2.
  • Logs now dismantle into 2 tree bark (with the wooden poles) instead of 1.
  • Reduced the healing effect of sutures slightly.
  • Wrong tools and hands now reduce overall chance of resource gathering.
  • Malignity directly effects spawn rate frequency. This is no longer dictated by the length of your game save/turns.
  • Filling and drinking water will now decrease water depth if not connected to enough water.
  • Increased pouring damage against fire elementals significantly.
  • Malignity now effects aberrant spawning chances (more malignity = more aberrants, less malignity = less aberrants).
  • Drakes now can break down walls.
  • There is now a higher chance for creature drops (from loot tables specifically) to be of higher quality/legendary.
  • Reduced maximum starting dexterity (stamina).

Improvements

  • Nights now get a bit more dark, and have a stronger blue tint.
  • Maximum lighting radius now differ from each doodad (campfires will provide more light than furnaces as an example).
  • Added variable lighting radius to fire and lit doodads (campfires, furnaces, etc.) based on the fire's strength.
  • Equipping multiple torches will now use both of their light bonuses.
  • Increased lighting radius of all torches slightly.
  • Display total amount of items over the required in crafts (8/2 instead of 2/2).
  • Inspection (and tool-tips) now reveals if creatures are aberrant.
  • Forge and Anvils are now just "Stone Anvils" with an updated recipe. You will now require to be around another fire source and an anvil now for blacksmithing.
  • Milestones are now sorted alphabetically.
  • Decreased weight of leather hides and now dismantles from the newly added animal pelts (with animal fur).
  • "Bones" renamed to "Bone Fragments" and no longer act the same as a "bone". They can be dismantled into two bone needles instead. These have also been added to many creature corpses that were missing bones.
  • Low decay items (within 10% of decaying) are now shown in a red border (like low durability items).
  • Tweaked skeletal mage aberrant graphic (looks more distinct).
  • Keybinds for the action menu are now strictly set and do no change based on context. For example, closing a door will always be the same shortcut/hotkey now.
  • Items that decay into creatures (eggs to chickens) now will hatch within player's inventory, containers on tiles and doodads and will also be announced with a message.
  • Grass blades and leaves now can be used as tinder.
  • Pirate ghosts now spawn from magical essence decay/break.
  • Disassembling found items/equipment/etc. will now produce quality items based on the quality of the item being disassembled.
  • Pile of ash no longer burns under fires.
  • Things that would spawn on decay from items will now also spawn on the item being completely broken/destroyed.
  • Wooden fences now use 2 logs and a wooden pole now (instead of 3 logs) and can be disassembled.
  • Rotten meat item is now generalized graphically (so it doesn't just symbolize a steak).
  • Underground lakes are now a bit less massive.
  • Sleeping interruption now checks a square around you instead of just the four adjacent tiles.
  • Many improvements done to the Starter Quest including reducing the amount of quests and mentioning how long it will take.
  • You can no longer bind keys to left click (mouse 0).
  • You can now be within a 3x3 area of a required doodad instead of having to face it directly.
  • Improved information and grammar across all hints. Hints are no longer worded as though you triggered them (for players that browse them organically).
  • Added failure skill gain on gathering/digging when not getting any resource.
  • Fire elementals and drakes now avoid water.
  • Fire no longer damages flying creatures.
  • Drakes can now pass/stay in fire.
  • Doodads now display their quality in world tool-tips.
  • Added the ability for corpses to burn.
  • You can no longer disassemble arrowheads, bullets or lockpicks (due to it giving back more resources than weight could suggest).
  • If a random event occurs within sight, it is now reported in your messages, "You notice...".
  • Tweaked the corpse graphic for sharks to match the new blood in water graphic.
  • Added particle effects to stoke fire.
  • Collecting doodads that don't have a skill use (like walls) will now reduce stamina like other doodads (based on mining skill).
  • Added all water contains to creature loot (instead of just waterskins).
  • Disassemble requirements are now shown in tooltip.
  • Fire colors have been improved and are now more vibrant.
  • "Carve" from the actions menu is now "Carve With Tool", "Gather" is now "Gather With Hands", and "Rest" is now "Rest on Ground", giving more information to what is happening.
  • Improved the readability and display of dismantled items in tool-tips (no longer shows A Wooden Pole, A Wooden Pole, A Wooden Pole, ... for example).
  • You can no longer right (or left) click to drop while moving/experiencing a delay.
  • Particles brightness is now dependent on both ambient light and local light sources (no more black particles near light sources at night).
  • You now gain some skill when dismantling/disassembling (based on the item's associated skill).
  • You now gain anatomy skill when pouring water on yourself.
  • You now gain camping skill when lighting fires.
  • There is now a "News" button on the main game screen.
  • You can now build up tiles over water, raising the water with each tile. There are no more restriction set for adjacent land for this.
  • Separated the item action for equipping to your "hands", to two options for left and right hands.
  • Torches will now be doused when swimming.
  • You can no longer have lit torches in containers.
  • You can now disassemble containers (items will move to your inventory).
  • Prefixes have been added to creature corpses (fixing some grammatical issues).
  • You no longer pick-up items under creatures while attacking them.

Developer/Modding

  • Added support for back equippables to overlay over hair as well as provide custom sprites for water animations.
  • Added the following hooks: CanPlayerAttack, IsTileInspectable, OnInspectTile, OnCreatureDeath, and GetPlayerMaxHealth.
  • Added getLoadedModByName to make interacting with other mods from your mod easier.
  • The Wayward source and mods now use ES6 compilation.
  • Spawning groups are now defined as a creature property "spawnGroups" for defining creatures that spawn in caves, at night, as guardians, etc. This is no longer controlled within the spawning functions.
  • A new grouping system for doodads "DoodadTypeGroups" has been added.
  • Cleaned up parameters for skillGain.
  • Items, terrain, and creatures now have prefix support.
  • Reformatted language definitions. Prefixes now appear as the first parameter.
  • There is many new namespaces within the API including Corpse, TileEvent, and Creature. Previously, many creature functions were within the "game" namespace.
  • All references for "monster" has been changed to "creature".
  • Modding guide has been updated and improved.

Mods

  • [Developer Tools] Added a template spawner.
  • [Developer Tools] Added a listing of mods and refresh buttons within the options menu.
  • [Developer Tools] Added an unlock recipe button.
  • [Reincarnate] Fixed an issue where reincarnate was not always sending you to a new location on death.

Beta 2.1.3

August 12th, 2016

Bugs

  • Fixed an issue where items that decayed/changed into other items (fruit to seeds, or raw meat to rotten meat) did not shift in weight.
  • Fixed items that once had decay no longer are sorted with that decay still set (with sort by decay).
  • Fixed an "undefined" message when getting a status effect from a doodad.
  • Fixed an error that occurred when trying to repair wooden doors.
  • Fixed a bug that made aberrant monsters scared. Aberrant monsters should never be scared unless they are low health.
  • Fixed the build version not outputting in console for Mac OS X.
  • Fixed an issue where desert templates could spawn in to too close to sea water.
  • Fixed a bug that would stop a highlight (from Starter Quest/hints) prematurely if more than one called.
  • Fixed an issue where the daily challenge hint was not showing up when going to Daily Challenge.
  • Fixed an issue where scrollbars could shift item positions on certain sizes of inventory/containers/equipment/crafting windows.
  • Fixed an issue where skill in parrying would actually increase burn damage instead of reduce it.
  • Fixed a bug where you could open a context menu while the game was loading.
  • Fixed a bug where you would not earn the gatherer milestone unless you were using an ineffective tool for gathering.

Balance

  • Monsters have a slightly higher chance to lose interest.
  • Reduced weight of limestone, talc, sharp rocks and knifes slightly.
  • Abandoned house templates now have a higher chance to have missing walls/floors/etc.
  • Reduced max damage and increased max health of claw worms.
  • Doubled raft durability.
  • Re-balanced stoke fire values to make more sense with dismantling (all items equal up to their base items).
  • Slight malignity skill tweaks. Decreased malignity slightly for anatomy, parrying, tinkering and woodworking. Increased malignity on tactics, and very slightly on mining and lumberjacking.

Improvement

  • Wooden poles can now be used to stoke fire.
  • Corrected how single walls would show up as a single vertical columns instead of horizontal walls.
  • Starter Quests now have a back button for going back a quest and skip button if you have already done the quest (saved across all saves).
  • Increased the opacity of non-craftable items. They are now slightly grayed out as well.
  • The corpse carving hint will no longer show for blood.
  • When the Steam overlay is off, mods/link navigation is now done using your default browser instead of the internal one.
  • Improved default dialog positions and sizes.
  • Collecting doodads will now log what you have received in your inventory if returning more than one item.
  • Tweaked the sandstone pond template to make more geological sense. Fresh water is now contained inside.
  • The monument and raft templates now no longer have a chance to be degraded (missing tiles).
  • Improved color accuracy on many particles.
  • Renamed "Collect Object" to "Collect Object With Hands" for less confusion.
  • Tweaked some inspection text to mention the new world tool-tips in hints.
  • Fixed some tiepoz and tweaked a few lines in Starter Quest.
  • You will now always spawn with a wooden pole (to unlock necessary starter crafts and information).
  • Tweaked wording on wooden poles to mention coming from branches/logs.

New

  • All doodads have unique particle colors and will show on gather/trample.

Beta 2.1.2

August 2nd, 2016

Bugs

  • Disabled the Steam overlay on all Windows 7 machines which crashed the game for many users.
  • Fixed blank world tool-tips appearing on occasion when moving.

Improvements

  • The highlight effect that shows up from the Starter Quest and the help/hint dialog now disables itself after 10 seconds.
  • Wooden poles are no longer mentioned as craftable in the Starter Quest.
  • Saltpeter is now in the "powder" grouping.

Balance

  • Many weights have been reduced including: all powders, all fired clay items, clay flakes, sharp glass, stone knifes, pemmican, and sharpened rocks. This will only be applied to new items.
  • Containers now reduce 50% of item weight instead of 25%.
  • Increased health and base defense for krakens.
  • Decreased maximum attack value for drakes.
  • Decreased base defense for acid spitter demons.
  • Reduced player weight bonus very slightly (still above what it was in 2.0.x) to help balance rest of weight changes.
  • You can now only add so much fuel to torches (previously unlimited) and is based on the torch type.

Technical

  • The build version is now logged in the console/logs (useful for those playing on the developer branch).

Mods

  • [Argus] You can now see the argus item equipped to your hands.

Beta 2.1.1

July 31st, 2016

Balance

  • Removed malignity increase on digging.
  • Increased creature malignity spawning values (tougher creatures come in a bit later, depending on how you interact with the world).
  • Reduced tree bark weight (and thus the stripped bark that can be made from it).
  • Reduced weight for plant roots, sinew, mortar and pestles, and sundials.
  • Reduced weight in each step of turning a bone/bones into a bone pole, sharpened bone, then to a bone needle.
  • Reduced woven fabric string requirement by 1 string.
  • Decreased overall healing failure chance and disabled the ability fail when above 25% in skill.

Bugs

  • Fixed a bug that could result in refined sand as being 0 or negative weight.
  • Fixed an issue that could result in some items giving double weight based on their components (bone needle).
  • Fixed an error when eating spider eggs.
  • Fixed a grammar issue with the "Set Down" item use.
  • No more Golden Wwords.
  • Possibly fixed some issues where music would skip back to the start of the song, and randomly change to a new track. Let us know if you are still getting this issue.

Technical

  • Upgraded to Electron 1.3.1. Unfortunately this didn't help the Windows 7 issue as far as we can tell.

Obligatory Pokémon Go Reference

  • Minor text fixes.

Beta 2.1 "Appearance"

July 30th, 2016

New

  • Two new monsters added, both with unique abilities.
  • 18 new items added, some with unique uses/placements.
  • Five new doodads added.
  • One new terrain type (tile) added.
  • Your equipment now changes your character's in-world "appearance". Hey, that's the name of the release!
  • Five new milestones added and milestones now have preset hidden/invisible status (instead of randomized) to prevent spoilers.
  • You can now choose the default item use for items in your quickslots (shown as a check mark).
  • Items now have variable weights. They will also transfer to the craft exactly (solving many inaccurate weights previously). Some weights have also been rebalanced.
  • A new dismantle item action has been added to break down items into parts. For example, dismantling a log will produce wooden poles and tree bark. A quest for this has been added to the Starter Quest.
  • Talent has been replaced by "Malignity". You can now increase and decrease your malignity (essentially making the game harder or easier dynamically) by certain actions, crafts, and skill gains. Because of this change, your actual score is now separate from malignity. Hovering over the malignity icon will show all three values.
  • Highlighted in-need-of-repair items (red borders) will now show in yellow (instead of the normal white).
  • Low durability items will now make a unique sound when being damaged.
  • You can now bind keybinds to mouse clicks (1/2/3).
  • New crafts are now highlighted in yellow and disappear after hover.
  • Clicking each inventory sort option will now reverse it when clicked multiple times.
  • You can now sort by decay, durability and quality.
  • You can now hover over world items, doodads, and monsters to get inspection information via a tool-tip (can be disabled in options).
  • There's now a "Pour on Yourself" action for water that will soothe burn injuries. "Cure" items no longer cure this status (medicinal items). Charcoal bandages now heal instead of cure because of this change.
  • Crafts are now also highlighted as you move over items in your inventory, showing what item is used in which craft.
  • Doodad resources, monster loot and corpse carve resources now have random chance added to them. Most previous resources/items remain at 100% chance, although some tweaks were made and new items were added.
  • Prefix and plural support has been added to items, doodads, monsters, and item groups. This will allow for many grammar improvements in text, especially for other languages.
  • The bear now has a swimming graphic.
  • When inspecting wooden chests or items on the ground, items are now listed with qualities highlighted in color and are combined together (for example, 5 tinder).
  • There has been tool-tips added to enable/disable options, describing what each do.
  • There is a new option which binds the item's menu to right-click instead of left click.
  • You can now repair doodads without having to pick them up. Very useful for repairing walls.
  • Added an option for keeping your inventory sort option active (when getting new items).
  • Hints/help and the Starter Quest will now highlight UI elements, items and more based on context.
  • Added carve to the actions menu (if you have item for it).
  • Added an option to skip the Unlok intro.
  • The music now speeds up a bit when you are low on health.
  • Aberrant monsters now sound a bit different from their normal counter-parts.
  • A dialog opacity slider has been added to the options.
  • Three new hints added: "Malignity", "Crafting Failures", and "Moving Items".
  • Added a raft bobbing animation.
  • Added dynamic message loading for the message dialog so the game would not become slow in long playthroughs when using it. This also fixed some potential memory leaking.
  • Added a scroll to zoom option (for those wanting to disable scroll wheel zooming).
  • Zombies and skeletons now can respawn (if not carved up).
  • Added error checking on game importing.

Bugs

  • Fixed an oversight where containers would not actually reduce decay of items.
  • Fixed an AI bug that would lead bears and krakens to get stuck on non-passable terrain too often.
  • Fixed a bug where using the hotkey button for in item menu (1, 2, 3, etc.) would also cause you to use that quickslot number's item.
  • Fixed an issue that caused some hardware configurations and/or installed software to cause Wayward not to be able to run.
  • Fixed a bug where two or more hints could appear at the same time, causing one or more to never trigger again.
  • Fixed a bug where wrought iron could be used for iron bullets/arrowheads.
  • Some items have been removed as repairable that were not intended to be repaired.
  • Fixed an oversight where scared/low health monsters would not try running away from the player as intended.
  • Fixed an issue where locked wooden chest loot was not randomized correctly.
  • Fixed a bug where placing soil over a burning tree would douse the flames, but no other messages or response was generated (did not remove the item).
  • Fixed an issue where message ellipsis was not displayed (when being truncated) when text messages were culled.
  • Fixed an audio issue where sounds would not play again if they were already in the middle of playing.
  • Fixed a bug that didn't really exist where non-flammable doodads could start on fire if their tile below was flammable (grass).
  • Fixed some instances where randomness was not predetermined based on seed.
  • Fixed intensity of blood color on corpses and other particle inconsistencies.
  • Fixed an issue where carving an acid spitter demon was not giving an anatomy skill raise.
  • Fixed the fire strength message not being fully accurate.
  • Fixed an issue where raft usage was not saved when quitting/loading the game.
  • Fixed a bug where travelling/sailing away would remove the water and their containers instead of just the water. Foods eaten on your travels will also return any items they give on being eaten (like seeds) as well.
  • Fixed a bug where gardening would not give the correct skill (Botany/Mycology) based on doodad type.
  • Fixed a bug where the "something in the way of your gathering" message would spam your messages while walking into tree/rock with a corpse on it.
  • Fixed an issue that wouldn't show a cave entrance if it was created over a doodad (like a door, chest, etc.).
  • Fixed a bug where aberrant chances were not being set and used properly (there was supposed to be an increased chance for caves/guardians).
  • Fixed an issue where the player didn't always animate (walk graphic) when passing a turn from certain actions.
  • Fixed a bug that allowed multiple skill raises and milestone increases per gather of resource(s).
  • Fixed mod names getting cropped/cut off in the modding menu.
  • Fixed invalid dialog positions causing the game to render offset (non-centered player).
  • Fixed a bug where blood was not showing under corpses.
  • Fixed some oversights leading to Clay Brick Flooring and Wrought Iron Arrowhead not returning disassembled items.

Improvements

  • Monster pathfinding has been improved. Monsters will now no longer get stuck on other monsters and no longer mirror your actions as much.
  • You can now pick up torch stands while they are lit.
  • Doors/gates are now automatically opened as you move into them.
  • Default weight has been increased by 10 points (however, this is mostly to counter-balance other weight shifts).
  • Doodads now describe their durability on inspect/tooltip.
  • Pressing escape will now close item/action menus, then dialogs, then bring up the quit/title screen menu.
  • The "win" state now requires five unique items to progress. I tried to make that as vague as possible to not spoil it too much.
  • Disassembly added to more items and tweaked return values on some items.
  • Some item disassembly now requires a tool when disassembling.
  • Disassembly now always returns at least one item.
  • Traps no longer fully break on use, they are damaged and returned to the ground as an item.
  • Tooltips are now updated on each turn pass, so you can now see them update in realtime if you are hovering over them as you move.
  • Equippable containers now all have defense/armor values now (backpacks, quivers, etc.).
  • Daily challenge scores now appear different in highscores list (in red).
  • Changed "Utensil" grouping to "Skewer". GAME CHANGING.
  • Many wording improvements added to the Starter Quest.
  • The Main menu UI is now centered. Symmetry!
  • Pouring water on growing plants will now increase their growing speed (not as much as compost).
  • Skill gain rate has been quadrupled in Daily Challenge mode (was previously double).
  • The base amount of monsters in Daily Challenge mode has been doubled, but the initial grouping of monsters around the player has been removed.
  • The date is now logged on each highscore entry.
  • Improved touch control support.
  • Anatomy now effects your healing amount and success rate when using "Heal" items.
  • Strength/dexterity/metabolism/starvation/dehydration now all displayed on hover over stat values to show link between attribute/messages. Messages like "You feel your metabolism slowing." has been replaced with wording that is easier to understand based on these changes.
  • Doodads are now required on repair of some items (like a forge and anvil for metal items).
  • The skill list is now alphabetized.
  • Fixed some milestone description grammar issues.
  • All firemaking items now use the camping skill instead of tinkering.
  • Improved incompatible mod save data when moving up versions.
  • Wooden chests are now flammable and will spill contents on on break.
  • Tall grass now has it's own seed type that grows into tall grass instead of normal grass as it did before. Tall grass can now grow on gravel tiles.
  • Improved inspect accuracy on plant's fertility.
  • Fertility of a plant is now explained a little more clearly.
  • Stoke fire value/strength has added to item tooltips.
  • Proper sentence case has been applied to all text messages. No more "You have damaged A Kraken with An Iron Sword".
  • You are no longer allowed to stoke a stone water still (no purpose/reduction of confusion).
  • Blood no longer hinders actions (like placing doodads, carving, etc.).
  • Keybinds in hints/help now dynamically display to what you have them set to.
  • Aberrant monsters now have have unique particle colors if they differ from their non-aberrant versions.
  • Weight capacity is now shown in tooltip for containers.
  • Covering (or caving in by digging) an entrance will now fill it in on both sides.
  • Wooden doors now have improved graphics/perspective when opened.
  • All flooring/floor names are now consistent across tiles/items.
  • Max durability is now highlighted based on item quality.
  • Added more stamina reduction checks across all actions (all based on skill).
  • Kraken corpses now decay on par with other monsters (increased length).
  • The order in which you drag an item into a container now has an effect on it's placement.
  • Items that revert or change into a different item on use will now keep their position in your inventory (if sorting allows).
  • Skill percentage in a crafting skill will now add extra durability to items.
  • "Trees" are now refered to as a "tree" now.
  • Monsters are no longer split into brackets of difficulty based on talent (malignity), rather, they each have their own values, so monster difficulty will increase much more smoothly.
  • The equipment dialog can now be resized to a smaller width.
  • Fixed lots of miscellaneous grammatical issues.
  • Slowed movement speed down very slightly to help reduce misclicks and improve reaction time.
  • Music now fades in and out instead of stopping abruptly.
  • Digging will now automatically use the "Gather Treasure" action when digging on the exact tile.
  • The anatomy skill hint now reveals that it decreases chance of poison.
  • Acid can now cause burn injuries as well as its normal damage.
  • You no longer get penalized over over-eating/drinking when trying to improve dehydration/starvation and not the other.
  • You can now bind keys to 10, 11, 12 (defaults to 0, -, and = keys) that appear in some lengthy item menus.
  • Many new particle effect instances added (monster swimming, traps, etc.).
  • Monsters will now get damaged (or healed) if they are standing/moving into fire.
  • Slimes can now split on all types of damage sources (including traps).
  • Monsters that heal from your attacks now heal based on the attack damage (instead of based on their max hp).
  • You can now extinguish fires over/on doodads by placing tiles (pile of sand, gravel, etc.).

Balance

  • Reduced stamina regeneration rate slightly.
  • Added slightly higher chance for stamina reduction across most actions.
  • Reduced effectiveness of compost slightly (fertile soil remains at same value).
  • Wooden chests now block monster movement again; however, can be broken down and have their contents spilled.
  • Digging on ash can no longer produce charcoal.
  • Recipe skill levels re-balanced/tweaked for many items.
  • Doubled durability of spyglasses.
  • Bone pole default durability has been doubled.
  • Chickens now have bones when carving.
  • You can no longer close the door when something is in the way of closing it.
  • Leather quivers now require less resources to craft.
  • Living mushrooms no longer potentially spawn at the start of the game.
  • Digging now damages the tool from each attempt.
  • Digging now checks weight as you dig and adds stamina penalties (like other actions).
  • Item durability is decreased on each resource gather attempt now, but minimum chance at resource has been increased.
  • Repairing items now reduces their max durability by a decreased factor of 3 (based on minimum durability) instead of 2 previously (undo of last version change).
  • Locked wooden chests that appear in caves now contain different (lesser) loot than the tattered map/buried variety.
  • Tiles of ash are no longer produced only after the fire is out. Charcoal and piles of ash are no longer spawned out of nothing, and are based on tile/doodads/items in the fire instead.
  • Traps no longer deal "pure" damage to monsters. They now count as blunt and monsters can incur the normal resists and vulnerabilities.
  • There are now durability maximums on items from crafting (based on the item type and quality).
  • Wrought iron items are now half the durability of their iron counter-parts. This was a small increase for most items.
  • Overeating and over-hydrating now reduces a player-scaled amount of stamina.
  • All pick-axes have less attack damage.
  • You can no longer repair and disassemble while swimming.
  • All spears have increased in durability.
  • Increased difficulty skill check for crafting a small amount. The difficulty is also now highlighted if you have a low chance of success in a craft. The messages will now warn and mention the reason for failures.
  • There is a now a limiter in place for base defense as some aberrant monsters were nearly impossible to kill.
  • Monster spawn amount is now limited to 300 monsters.
  • There is now less iron spawns in the overworld. Cave iron spawns remain unchanged.
  • Hobgoblins can now open doors.
  • Creatures that lost interest now have a slightly higher chance to resume their chase quicker.
  • Sharks will now lose interest in chasing on the rare occasion.

Technical/Modder

  • Wayward has been upgraded to Electron 1.2.6.
  • Wayward now runs on TypeScript 2.0 (beta).
  • Particles are now based on tile coordinates instead of based on offset of player.
  • Tile resources have been re-factored to match the rest of the drop systems.
  • OnCraft, OnUpdateWeight, and OnMonsterDamage hooks have been added.
  • Added new item property that allows disassembly without needing to be craftable (craftable: false).
  • You can no longer drag files into Wayward.
  • Fixed an issue where certain mods would break when new items/monsters were added into the game.
  • Fixed a game load issue where the player had an equipped item from a mod that was unloaded.
  • Fixed an issue where global mod save data was clearing itself after each game and another issue where it would delete itself entirely if the game was unloaded/loaded too quickly.

Beta NaN (2.0.5)

May 11th, 2016

Bugs

  • Fixed NaN values appearing for crafted items.
  • Fixed a case of an infinite loading screen in the event that Steamworks failed in some way.
  • Fixed GetAmbientColorDay, GetAmbientColorNight, and GetAmbientColorCave hooks not working correctly.

New

  • Linux Steam Workshop support has been added.

Balance

  • Improved durability calculations when crafting using altered durability items (repaired, disassembled, reinforced, and quality statuses all matter more now).
  • Further refinements/accuracy have been added to disassembly durability/quality reductions and item returns.
  • Repairing will now reduce the item's durability by 1/2 instead of 1/3 (using max - min).
  • Torches now need fuel items again if not lighting a flammable tile. Each torch use will now reduce it's decay in half.
  • Reduced the chances to craft a Remarkable/Exceptional/Legendary item with recipes that required many items - it was weighting them too heavily compared to other items with less consumables.

Improvements

  • Many help/hints improvements (in terms of accuracy/ease of reading/layout).
  • The Sleeping/resting ZZZ's are now properly sized like they were in beta 2.0.3.

Mods

  • Renamed onAddItemToInventory to onAddOrUpdateInventoryItem.

Beta 2.0.4

May 7th, 2016

Bugs

  • Fixed error when preserving items that can decay but have no uses (Ectoplasm).
  • Fixed weight calculations when storing items in containers in containers in containers in...
  • Increased item sprite capacity to 16384 (from 512). You should now theoretically never have hidden items/objects on screen again.
  • Fixed an issue where most Mac OS X hardware displayed Wayward darker than intended.
  • Drinking snow from the ground is now consistent with drinking unpurified water.
  • Fixed scroll wheel zoom sensitivity on Mac OS X.
  • Fixed the raft counting weight while using it.
  • Fixed the raft not passing a turn when you stopped using it.
  • Fixed a bug where gathering treasure on top of a cave entrance would show a snare graphic. Wat?
  • Fixed the alternate font not being anti-aliased on Mac OS X.

Balance

  • Further refinements to skill to talent increments (many skills lowered).

Improvements

  • You can now collect chests, traps, walls, doors, and most player-made objects without hurting yourself (if you don't use a tool).
  • Stoking Fire has been added to the Starter Quest. Other misc improvements/wording fixes in Starter Quest.
  • Normalized/balanced stoke fire values (and increased in most cases).
  • Starting fires no longer requires a fuel item. As such, the starting state of a fire is much weaker.
  • Lighting campfires, kilns, furnaces, etc. now produce only enough fire as what was provided by the tinder/kindling. You will need to stoke the fire further.
  • Torches and built torches (doodads) now function the same in terms of decay/length and burning into ash.
  • Adding "Fuel" to torches now gives decay based on their Stoke Fire value instead of a randomized amount.
  • Improved overall readability of text, quality of icons on hover, and other misc UI tweaks.
  • Replaced fonts for those with better multilingual support and readability.
  • Min/max durability now effected by disassembled item's min/max durability. Max durability of crafted items now effected by consumed item's min/max durability as well.

Modding/Mods

  • Added additional rendering hooks (GetAmbientColorCave, GetAmbientColorDay, GetAmbientColorNight, GetAmbientLightLevel, PostRenderWorld, PostRenderPostProces, PreRenderPostProcess).
  • Added BaseMod.getIndex and BaseMod.getPath for ease of mods to load custom assets.
  • [Developer Tools] Added a day-night slider. Dialog now automatically resizes as needed.
  • [Reincarnate] Fixed weight not resetting on death.
  • [Balancing Tools] Now locks monsters in place.

Beta 2.0.3

May 2nd, 2016

Improvements

  • Improved overall performance of the game.
  • The Starter Quest dialog open/close state is now saved.
  • You can no longer move over a Stone Water Still.
  • "Cork" is now mentioned in the Raw Clay Jug's description.
  • Various Starter Quest improvements for new players. More information added on locations, quickslots, customising UI, using the Actions menu, and more.
  • All references of burning/pain now are "burned" and "burn injuries". Also fixed a grammar issue with the burned death message.
  • Updated Sail to Civilization item text as it wasn't accurate.
  • Improved accuracy of Stripped Bark/Tree Bark descriptions.
  • Fixed a cuple typoz here and ther3.
  • Trapdoor Spiders now reveal themselves on trample.
  • Better quality application icons added.
  • Folders in the mods folder without mod.json are no longer detected as mods.
  • Miscellaneous improvements to mod publishing pipeline.
  • "Pick-up Object" is now "Collect" to add more differing verbiage for doodads. A new message has been added for collecting.
  • You can now "Gather" Objects/Doodads as well.

Bugs

  • Fixed mods not refreshing on Mac OS X.
  • Fixed an issue where the Steam Overlay would render too small.
  • Fixed being able to drop items into locked chests.
  • Fixed a bug where bag/container breaking would miss the first item in the bag to fall out.
  • Fixed issue where creature spawns were mostly concentrated to top-left or bottom-right, instead of all around.
  • Fixed full-screening the game window on Mac OS X not updating the display options setting.
  • Fixed a modding bug where worlds failed to load after removing mods with recipes.
  • Idling (using spacebar or clicking your character) will now pick-up items under you even if your Auto Pick-up is disabled.
  • Fixed where headers were cut off slightly in the Options menu.
  • Fixed various quick slot issues.
  • Fixed bug where Fire Elementals would never cause Burned status.
  • The "Bugs" hint now links to the to bugs forum on Steam.
  • Fixed an issue where middle clicking items could cause the item's menu to freeze in place.
  • Fixed size of Wayward's icon in Volume Mixer on Windows.
  • Fixed the default keybind button not always appearing in Options.
  • Fixed the Starter Quest dialog appearing when pressing J in item search boxes.
  • Fixed "Open Logs Folder" not actually opening logs folder.
  • Fixed "Open Mods Folder" not actually opening the mods folder.

Balance

  • Added Leather Hides to Rabbit corpses.
  • Decreased chance of spawning water creatures.
  • Creatures no longer spawn as much, and the speed/rate at which it increases to eventually has been limited further.
  • Creatures now have a higher chance to spawn a bit closer to you.
  • Added more base damage to traps (and less variable damage).
  • Increased starting creature population a bit.
  • Increased thirst and hunger rate slightly (decreased sleeping bonus for thirst/hunger rates).
  • Adjusted/increased talent rates for skills that are used to produce armor either indirectly or directly or are semi-related to combat.

New

  • Added an OnPlayerDamage mod hook.

Mods

  • Fixed Developer Tools errors after unloading mods.
  • Fixed issue when using the Nimbus while on a Raft in Troposphere.

Beta 2.0.2

April 25th, 2016

Balance

  • Reduced burning damage, duration, initial burn damage, and increased chance for effect subside to water.

New

  • Added option to enable / disable mouse movement.
  • Added "Scale In / Out" buttons to options. This is useful for high DPI or 4k monitors.

Improvements

  • Burning pain is now explained a little more in the hints.
  • Hitting escape now closes the context menu first, then overlays and dialogs.
  • Fixed a typo in crafting hints.
  • Fixed some outdated information in the doodads hint.

Bugs

  • Fixed errors when moving multiple items from a container to the inventory while another container is also opened.
  • Fixed context menus appearing off-screen when near the edge of the screen.
  • Fixed chest containers staying open after carving/gathering.
  • Fixed disassembling Stone Water Stills (and potentially other items too).
  • Crafting different states of water containers no longer repair them on craft.
  • Fixed errors when building Explosive Traps.
  • Map dialogs are now closed after gathering treasure.
  • Fixed Sundials working in caves.
  • Fixed reinforcing items failing to display a message when it doesn't find an item to reinforce.
  • Fixed 'ghost' items on screen after closing a container dialog while dragging.
  • Fixed some cases of 'Open Logs Folder' not working.
  • Doubled item batch capacity. This should fix dropped items being invisible if there are too many on screen.
  • Fixed some potential saving issues with older save files.
  • Fixed a Cooked Spider burning into a Cooked Spider (infinite fuel source).

Beta 2.0.1

April 23rd, 2016

Improvements

  • Improved wayward.log file. It now outputs the full stack-trace of errors when they arise. This will make it easier for us to debug future issues.
  • Added red highlighting if the required doodad for an item is missing in the crafting tooltip.
  • Removed weird tray icon on Mac OS X version.
  • Added additional error protection when using unknown items (due to unloaded mods/other issues).
  • Added a zoom-factor flag for those who want increased UI/font sizes. A more finalised implementation will be added in a future patch.

Bugs

  • Fixed music stopping at the end of the track list.
  • Fixed the Display Mode button showing you're windowed when you're actually fullscreened in the Options menu.
  • Fixed the crafting dialog appearing blank after playing subsequent games without restarting the game.
  • Fixed "Gather Treasure" not working when Tattered Maps are in player containers.
  • Fixed crafting/quickslot errors with water containers/torches when the original item is in a quickslot.
  • Fixed some bad quotes in Starter Quest quest.

Beta 2.0

April 22nd, 2016

New

  • There is a new jump action that will allow you to jump over certain tiles, monsters and objects.
  • Doors can now be opened and closed. Closed doors will provide no line of sight unlike previously.
  • Monsters will now pathfind towards you if hostile (they will move around obstacles to get to you).
  • Over 20 new items added, some with unique functionality/usages.
  • Intermediate growth cycles for all plant life as been added. There is now an added step before plants are mature enough to harvest.
  • A few new higher tiered monsters added.
  • Tilemapping (auto-tiling) has been implemented for all world tiles including special cases for mountains, walls and flooring. No more grid-like tile graphics!
  • Smooth movement/scrolling and animations have been implemented across the board.
  • Every single graphic has been redesigned and tweaked.
  • Keybinding has been added (keyboard interaction only).
  • An animated Unlok splash screen has been added.
  • Support added for larger monster sprites.
  • Added Facebook/Twitter posting buttons on death/win.
  • Every item now has a unique description.
  • Maps now show in a separate window that can be moved, resized and closed.
  • There is now seeds for all grown plant life.
  • Added a menu/button clicking sound.
  • Hotkey control has been added to action and item menus (using numbers by default).
  • Female character added.
  • You can now disassemble certain items to get items returned that was used in the craft (reduces durability of items).
  • There is now encumbered and overburdened, two levels of the overweight status. Encumbrance simply slows down movement. Overburdened will skip turns, slow down movement, and take damage and movement.
  • There is now multiple save slots.
  • Highscores have been added (shows talent and what killed you).
  • Custom death messages – it now outputs what killed you (used in highscore system).
  • New window icons added for better support for small and big icons.
  • “Environmentals” are now referred to as “doodads”. Game-changing stuff indeed!
  • You can now find a cave easier when digging. It no longer checks that the ground below is open for movement.
  • Some new milestones added; ones that are more complex, and not simply counter/incremental based.
  • Monsters now make noise – you can hear them when they are near you.
  • There is now a hotkey for Milestones (defaulted to Z).
  • Added a visual for each hotkey on the main HUD menu buttons.
  • Added native support for game import/export (previously only available via modding).
  • You can now pick-up items from the adjacent tile with the actions menu “Pick-up Item”.
  • There is now sound and music sliders for changing volume.
  • Some monsters can damage and break down walls and other objects in their way/path.
  • Added a “gather” ability so tools can be used directly to gather instead of defaulting to equipped weapons/held items via the item menu.
  • A new chemistry skill has been added to replace alchemy and includes a lot more mixture-style recipes.
  • If sea water touches fresh water, it will now contaminate the fresh water source over time.
  • Sounds are now more normalized in terms of volume. This fixed certain sounds like crafting and failures being too loud compared to the others.
  • All monsters now have facing direction graphics and attack animations.
  • Custom mouse cursors have been implemented.
  • Fog of war added (black areas that you have not yet explored).
  • A completely overhauled interface/UI has been implemented with new art and design.
  • You can now move or drop all of the same quality.
  • You can now sort crafts by category (shows up in unique formatted listing). Many new item categories added with this change.
  • A new dither style of fog of war/line of sight has been added. You can toggle between the two via options.
  • Quickslots will now save the item you have added to them.
  • Text is now selectable inside the messages dialog.
  • You can now drag and drop to the ground from your inventory.
  • Walls can now be picked up from the actions menu.
  • You can now drag from containers/equipment to quickslots.
  • You can now place containers within containers.
  • Crafting now will look through containers in your inventory to find valid items for recipes.
  • Containers will now show their contained item weight in the title/tooltip.
  • New “Starting Quest” internal mod added (can be enabled/disabled). To be used as an early tutorial for new players that need help.
  • Flying monsters now have shadows and appear to fly over objects/walls, visually.
  • Hovering over a container window/dialog will now highlight the item in your inventory that it is.

Improvements & Changes

  • Wooden doors are now tile mapped to change direction based on if walls are around them.
  • Arrow and VI keys movement have been removed by default – you can now rebind movement to any keys that you want via the new keybinding UI.
  • There is now a short delay when you pick items up from the ground.
  • Some delays and movement timing has been adjusted for more fluid, less error-prone movement.
  • Text overlays now render a bit easier to see (due to shadow on text).
  • Field of view, line of sight, and lighting/shadows are dithered and angled to provide more graphical fidelity.
  • Lighting is now colored and is dithered like the rest of the new field of view system.
  • There is now no map borders, everything will render as if the world is one continuous area.
  • The minimap has been removed in favour of a player-based zooming in and out feature.
  • The spyglass will now allow the player’s field of view to increase slightly when equipped.
  • Loading games should no longer cause frozen program warnings on older/less powerful machines. Games will now load mostly asynchronous using webWorkers.
  • Items with high durability (like the raft) will now scale its damage (instead of only taking 1 out of 500 damage for example, it will now take 25/500).
  • Everything organic is now edible (including some seeds and other things that previously were not).
  • Seeds are now harvested or dropped on use/eating. Removed instances where they needed to be crafted.
  • Donation mentions/links removed.
  • Version now shown in main HUD.
  • Application now saves window size and fullscreen/windowed option.
  • Application now starts in fullscreen by default.
  • Centered modal dialogs now center dynamically if window is resized (options, help, etc.).
  • Crafts now show how many items you have versus need for each item/group.
  • Walking sound changed/improved.
  • You can no longer gather walls directly. You now manually pick them up via the actions menu or via carving/digging.
  • Removed torch stand recipe. You can now place a torch using an item action (either lit or unlit).
  • You can add more fuel to a lit torch in your inventory.
  • You can now put out a lit torch in your inventory.
  • Tooltip layout for items have been condensed/improved.
  • “Rope-like” is now “Cordage”.
  • You can now close item menus, action menus and the hint window with ESC (by default).
  • Game size option removed.
  • Monsters will have a chance to spawn closer to you, but never within line of sight.
  • Fire can now appear over doodads (environmentals) and corpses.
  • Wayward logo redesigned (No more “Gayward”).
  • Added identifiers in inventory for showing if an item is equipped or quickslotted.
  • Equipping or quickslotting items no longer removes it from your inventory.
  • Tweaked sleeping turns/cycles a bit – less based on skill, shorter maximum duration.
  • Fire light is now orange tinted in color.
  • Nights are now not as dark as they used to be (caves are still as dark).
  • Default player light radius added back.
  • Light flickering has been added to player torches.
  • Sandstone are no longer “rock-likes”.
  • Each world is now guaranteed a proper ratio of both sandstone (desert) and rock (temperate) areas. Deserts always spawn in the south.
  • There is now a larger dead-zone for item and action menus while they are opened, so that you hover your mouse further outside of the menu before it closes automatically.
  • Durability of glass bottle lowered.
  • Message now outputs which items were repaired, reinforced, preserved or transmogrified.
  • Pouring water on Fire Elementals will now cause damage.
  • Fires will now burn for longer.
  • Grass seeds will take much longer to grow now – on par with the rest of the plants.
  • Tweaked throwing damage scaling when throwing items with no attack value (previously used weight but allowed very high damage even from a feather for example).
  • Completed milestones now effect starting stats. The more you have completed, the higher the chance for better starting stats.
  • Food and water is now required for travelling home.
  • Monster spawn talent brackets have been adjusted, for a more smooth difficulty curve.
  • Stepping on a cactus will now injure you (depending on equipment).
  • Turning music back on from being off will now start the next song.
  • Kraken’s loot table has been adjusted so they don’t always drop a Message In A Bottle.
  • Increased visibility of message box (more opacity) and added a better line height setting for more readability.
  • Removed “modder” milestone. No fourth wall breaking here folks!
  • Wooden chests no longer block monster movement.
  • Skill have varying amounts of talent they will now give you. Combat skills will make you gain the most talent, while crafting and other utility skills will give you less. This is a balance for monster spawning talent brackets.
  • Messages will now show “gather” when you pick up an item using a gathering action.
  • The right hand is now preferred as the tool to use for gathering, but will go to left if right hand tool provides no bonuses/is not suited for task (or right hand is empty).
  • Damage from gathering without tools now scales with strength.
  • Added a message for missing black powder when firing the Flintlock Pistol.
  • The Archery skills is now “Archery and Firearms”.
  • Updated help/hints with more up-to-date information.
  • Medicinal water now requires two medicinal items (reduces new player confusion).
  • Options dialog is now larger by default and organized better.
  • You can now eat unprepared pemmican (but it provides less benefits than prepared version).
  • Dialogs will now get resized if screen/resolution is smaller than the width/height of a dialog.
  • You will now continue your moving animation when trying to move into an obstacle/impassable object (Pokémon style).
  • Parrying is no longer used to negate damage from environmental of world objects such as being burned from fire.
  • Parrying now has stamina reduction based on skill value (lower chance to decrease with higher skill).
  • Scared monster AI will now pathfind more intelligently away from you.
  • Order of items in inventory is now saved on game close/reload.
  • Sleeping long periods of time will now be faster.
  • Walls now require a foundation under them (flooring) to have the flooring visually reach to the wall.
  • All shovels now require 1 pole-like (down from 2) and 2 strings (up from 1).
  • Stoke fire effect now doubled for all items.
  • Resting/sleeping “cycles” replaced with an hourly estimation of how long you rested/slept for.
  • Craft recipes will now unlock if you have only a single of each item required in the craft.
  • You no longer discover (or unlock) other related craft recipes by crafting any longer.
  • Spawned houses and other templates will now overwrite any monster/items/objects already generated.
  • Rope now requires 4 string (instead of 2).
  • Hammocks now require 2 (instead of 3).
  • Days are now longer while nights are shorter.
  • Light level now effects your field of view radius (caves/night will reduce your vision).
  • Night time outside of caves now is brighter, but has a blue tint added.
  • Tattered Maps are a bit more common to drop by monsters and in treasure chests.
  • Ineffective/effective combat messages no longer show if you dealt 0 damage.
  • Ineffective/effective messages now show the damage types that were ineffective and effective.
  • Made sure all messages that are attached to a turn passing have the proper past tense in regards to grammar.
  • Items that change state (drinking water from containers for example) will replace itself in the same inventory position instead of placing it back at the end.
  • Special message added to aberrant loot drops.
  • Very long messages (like inspecting containers) will now get cut off in main message display. You can open the message dialog to get the full message.
  • Fire now destroys tiles overtime (tree, to bare tree, to ash).
  • Fires will now continue to burn as long as they have a fuel source (something burnable in or under them).
  • Burned containers will now spill out all the items contained inside.
  • Certain water containers (Waterskins) will now put out fire if burned inside them.
  • Snow is now part of the “water” grouping.
  • You can now “Drop All” in to water.
  • Chicken/Harpy feather drop rate reduced and will now only drop as many as can fit on a tile.
  • Plants will no longer grow on tiles you are standing on or where items are placed on.
  • You can now use items from containers inside your inventory.
  • Fixed some formatting issues with ranged damage, legendary and on equip properties on tool-tips.
  • On new world generation, more monsters will spawn in caves, and less will spawn above ground.
  • Dragging and dropping items is now more accurate (items push/move out of the way more smoothly).
  • Items that required a Lit Campfire now require any lit fire source instead.
  • Touch/tap control support has been improved.
  • Palm Leaves are now part of the Compost group.

Bugs

  • Fixed a bug where:
  • Crafting items were returning higher quality items too commonly.
  • Clicking Ectoplasm would cause an error (and not display menu).
  • Some sounds were getting clip/cut due to length/filetype.
  • Resources that had a 1% of dropping on dig/gather were never received.
  • Middle clicking inside a dialog (to use mouse scroll) would cause all input to be disabled until a restart took place.
  • Using mouse to move in an exact diagonal position would idle instead of move.
  • Many issues and bugs with using the first item in inventory (or in container) and generally any “first” in other game systems, such as the first monster, first environmental, etc. This is the thing that would lead to container errors, or your bedroll not decreasing in durability.
  • Dialogs would appear outside of screen if window was resized and the dialog was closed (would show up when re-opened).
  • You couldn’t carve/dig/pick-up a chest that was on a cave exit/entrance.
  • Many things were spelt incorrectly (typos) or had bad grammar.
  • Item menu would not close after dropping an item.
  • Repairing, reinforcing, preserving, or transmogrifying a stack of items would not loop through them correctly.
  • Game timers (for stat regeneration/decreasing) was not saved.
  • Firefox would report wrong in-game coordinates when using the zoom feature.
  • Fire Elemental’s fire could spawn on objects and other monsters.
  • Turning music off, then on again would cause error if no track was ever played yet if you tried to switch tracks.
  • Horizontal scrollbar would be taller than vertical scrollbar (for Chrome/offline version).
  • Repairing or reinforcing an item would not remove the red durability border/marker.
  • You could drop/throw an items with 0 decay to restore it’s decay to full when picking back up.
  • Legendary torches would decay into legendary ash.
  • Logic of gathering effectiveness based on slashing for lumberjacking and blunt for mining was not being applied properly, or the weapon’s attack/damage.
  • Offline version would freeze on occasion for some users.
  • The previous hint button would never cycle through all the hints properly.
  • Throwing an item on a stack of 12 would delete the item.
  • Dialogs could push past screen dimensions/resolution.
  • Parrying would gain more on taking damage and offer no gain on no damage. The logic is reversed now – you gain when you block (take no damage).
  • Idling while swimming would still increase stamina.
  • Quality of a crafted item could increase where it shouldn’t have been able to (like purified water).
  • Chicken hatching and spawning could potentially get out of control. Chickens no longer lay eggs, they drop two of them when killed to be used to drop and hatch on the ground.
  • Multiple crafts were resulting in more weight afterwards (many things with rocks).
  • Tattered Maps were not resetting when travelling to a new world while in containers.
  • You could not craft while facing deep water.
  • Plants that should not have grown in caves would still fully grow (just not spread, now they die completely after some time).
  • You could discover a cave, yet still have tiles on top of it before fully uncovering it.

Developer & Technical

  • Wayward is now written in TypeScript.
  • Performance improved on a lot of UI-based interactions.
  • Wayward now uses WebGL for graphics rendering.
  • Removed compression on all assets (sounds/music/graphics).
  • Wayward is now built with Electron (previously node-webkit).
  • A fully featured UI-driven modding system has been implemented with support for saves, requirements (mods of mods), and a rudimentary API for modding yourself. Implemented through Steam Workshop. Save game uploads are also supported via Steam Workshop as well.
  • Wayward now used IndexedDB for storage (allowing larger and more saves). Save data is also compressed now.
  • Image assets/graphics no longer scaled up. All assets are 1×1 and scaled via CSS/rendering.
  • Game input is now separated from rendering allowing no input to get lost like previously.
  • Wayward will now log all errors as well as important events to the wayward.log file inside the "logs" folder.

Community & Links