Update log
Full Wayward update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Events
- Balance
- Gameplay
- Maps
- Server
- Performance
We have a new release filled to the brim with bug fixes and some improvements/additions to the curse system. Hope you enjoy! Bonus Promo: The Steam Spring Sale has sprung! Wayward is currently -25% off during the event. Tell your friends!
[dynamiclink href="https://store.steampowered.com/app/379210/Wayward/"] Bonus Tip: Maxing out a skill still provides attribute/stat (strength (health), dexterity (stamina), etc.) increases when using it. There's no limit on these stats; however, the higher they are, the harder they are to increase. To find out which stats increase when using a specific skill, you can open up the skill dialog (default "V") to reveal this, as long as you have increased a stat with that skill in the past.
New
Added "Warding" and "Fortune" magical properties.
Certain creatures will now damage multiple pieces of armor at a time.
Added an initial curse option to the custom game options menu.
You can now copy the current game's seed to your clipboard from within the "World Options" menu.
Improvements
The area you've explored now slowly gets chipped away into complete darkness during curse events and returns during the morning.
Drawn maps now give directions.
The milestone modifier type is now shown in the multiplayer server browser and on the pause screen.
Added some new special aberrant chance calculations in some places.
Improved performance when using "Target Hovered Tile" action slots. (Thanks Zanster!)
The "Statistician" milestone now no longer blocks guaranteed stat gains. (Thank King Smidgens!)
You can now use the protect item and rename shortcuts while hovering over equipment items.
The curse stat now shows the chance of a curse event occurring, which increases every turn based on your curse factors.
The reset milestone progress button now mentions discovery as well.
Removed the ability to create "empty" action slots which could cause several unintended/confusing issues.
Reworked void dweller AI.
The cinematic overlay effect no longer shows while the player is dead while "Disable UI Opacity" is checked.
Improved message/error when trying to drop items onto a full tile.
Added a message that states what was failed to drop or dump in the case that not all items were able to be dropped on the same tile.
Balance
Rebalanced the curse stat to make it matter for longer.
The "Sleeplessness" factor of the curse stat is now easier to keep lower. (Thanks Nameless!)
Cacti no longer continuously damage the player (but will still cause the cut status).
Void dwellers are now "fearless".
Removed most natural Void Dweller spawning.
The "Undeath" curse event now scales up a tiny bit slower. (Thanks Nameless!)
Biome-specific items are now weighted higher when learning crafts.
Curing will no longer cause overhydrating or overeating.
When re-taming golems or offering items, they will now receive the same turn bonus as when summoning.
Fire overflow events can now happen while a fire is "healthy" or higher instead of only during "raging".
Bug Fixes
Fixed many incorrect instances of player damage or trampling when standing over certain doodads, tile events or items.
Fixed several types of special spawns not being able to be aberrant.
Fixed being able to drag boats or minecarts like wheelbarrows after dumping items.
Fixed dropping items on tiles not working when "Drop Items on Feet" is enabled.
Fixed action slots being bugged when switching out items with undiscovered actions and toggling "Target Hovered Tile" on them.
Fixed some vegetative trees clipping into the player's graphic.
Fixed not being able to auto-use actions that were discovered by default and/or showing that they still needed to be used in some cases to discover them.
Source
