In this update10
Full notes
Full Wildaria update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello Wildarians,
What changed
- Gameplay
- UI and audio
- Fixes
- Maps
- Balance
- Performance
Wildaria changes
This month's devlog recaps the last 5 years of development, plus shows off the new features of "The Adventure Time Update", so be sure to give it a watch ^^^
We ran a 15 person playtest to get a bunch of concise QA and feedback, this is the most stable build to date and most fun build as well!
Note: there are some big progression updates so if the game feels harder, feel free to let us know if Discord! https://discord.gg/6ZTjfKuB5R
I hope you have fun with this one! Cause I've been playing a lot of Wildaria lately.
Appreciate you! 🐸
Spacefudge (RJ)
Here is the full changelog of everything new:
🚀 Major Gameplay & Player Experience Changes
Added new Boomerang weapon (4 variants) and new throwables class (shurikens, throwing axes, throwing knives).
Added new Crowling, Digi Mole, and Gordo pets (Gordo spawns 50% from watering big seeds).
Added 50% XP boost to pet taming.
Added weather reset feature and innkeeper dialogue/choice to reset day.
Added +1, +2, +3 difficulty enemies with corresponding prefixes in enemy names.
Implemented starting weapon and exposition save/load.
Fixed Twen quest loop in the tutorial dungeon.
Fixed bandit lords, dungeon bosses, boar and mole earth pound attacks.
Fixed town animals and random wandering animals from being destroyed.
Locked weapons and armor by level; added UI notifiers and automatic unequip when limited.
🐾 Pets & Taming
Fixed lasso taming black screen bug; can tame Oakoo to open vine doors.
Fixed all pet special abilities and pet follow errors.
Made randomized pet ability attacks more common.
🌍 World & Exploration
Added Tropical Island biome to oceans.
Revamped world generation with larger, more diverse biomes.
Added seeding of world objects and prototype elevated land overlay; achieved elevated lands parity with GPU map.
Updated map colors for biomes and elevated areas.
Fixed walking through big trees and shallow water tile triggers.
Added custom map markers that save/load; fixed lingering miniboss markers.
Added 3-slayer marker limit to lands.
🖥 UI & Controls
Improved Health UI, level UI, and power bars above hotbar.
Moved minimap controls to right stick and arrow keys; added map button and one-time map indicators.
Added upgrade hints.
Added windowed mode back to screen options.
Added lock icons for hotbar and skill-locked weapons; unequipped weapons/armor when limited.
Updated fast travel UI and dash/dodge toggle logic.
Fixed on-hover UI, hover panel closer, chest-to-hotbar dupes, and stacking issues.
💧 Water & Environment
Added tree reflections, water caustics, and water reflections for animals, NPCs, and buildings.
Reworked water layer as quad to fix overlapping tile edges; made water transparent again.
Added pixel water lapping for Water Village.
Improved water shader and GPU map performance.
Improved noisy desert generation with moisture waves.
⚔️ Combat & Skills
Added throwables and boomerangs to skill tree and NPC/animal loot tables.
Added pickaxe weapon from mole that can break poundable boulders and gems.
Made minibosses faster and reduced attack distance.
🏗 Structures & Dungeons
Linked Wizard Tower into the tutorial dungeon.
Fixed dungeon camp map marker.
Fixed objects and elevated land on top of dungeon entrances.
Fixed Water Village arena, removed ocean cache and ruins.
Cleaned up wizard tower elements.
Fixed lamppost reflections and vine camera.
🏡 Items & Inventory
Fixed upgrade bench issues: duplication glitch, leftover items, and deletion bugs.
Added item trashcan to inventory.
Added shift-click functionality between hotbar, main inventory, armor, and pet slots.
Fixed gem dialogue holder scripting and scenery destroy scripting to prevent duplicate loot.
🎵 Audio & Music
Fixed music transitions between biomes.
Added new trippy cutscene music.
Lowered overworld music and campfire SFX.
🔧 Technical & Performance
Fixed crash errors including GPU shader initialization delay.
Improved DestroyObject performance.
Delayed map initialization until after DestroyObject scripts to prevent crashes.
Merged PixelExploder NPC composite fix and inventory menu pausing on fader fix.
Reapplied progression overworld changes.
Improved world gauge progression algorithm and integrated into enemy level system.
Updated food/animal progression based on biomes.
Removed crowns from regular NPC generation.
Ensured NPC damage scaling on weapons; adjusted player health scaling.
Source
Changelog.gg summarizes and formats this update. How we read updates.
