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Steam News18 August 20187y ago

Update 1.1.1 (18th August)

Update 1.1.1 is (finally) here, so Steam should do its thing and download it for you shortly.

Full notes

Full Wrongworld update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes3 additions2 changes0 removals
  • Maps
  • Balance
  • Gameplay
  • Fixes
  • Events
addedUpdate 1.1.1 is (finally) here, so Steam should do its thing and download it for you shortly. Here's what's new: ----- CAVES ----- Previous updates have generally focused on expanding existing game systems (like adding new items to craft, new biomes, more points of interest to discover, and more random events). With this update, I wanted to add an entirely new aspect to the game: Caves. Cave entrances can now spawn around the world, and each one leads to a randomly generated cave for you to explore.
addedThe contents of a cave are randomised, so some might be more interesting than others, but they'll all have at least one little treat for you to find (ranging from a few relatively boring crates/barrels to a selection of more interesting new items that I won't spoil here, and maybe even some shiny new unique gear). Each cave will also be filled with rocks to mine, roots to chop, mushrooms to forage, and maybe a few other things, but they'll likely be guarded by a bunch of Slug Beasts too. The addition of caves isn't going to radically alter the game - it's designed to be a new system that works alongside everything else, such as random events and the investigation of POIs. In a nutshell, it's designed to expand the game's repertoire of unexpected things it can throw at you, and it's another aspect that should help prevent the game from becoming too repetitive. If you start a new game, 3 cave entrances should already be randomly spawned around the world, and new caves entrances can appear from time to time. There's a huge amount of randomness involved in this so expect some variance, but, on average, probability says a new cave entrance should spawn about once every 10 in-game days. Ish. But it varies... In one of my test sessions, I've seen two spawn by Day 6; in another, the first one didn't spawn until Day 22. The probability of them spawning may need some tweaking in future, as might their contents, but your feedback should help guide that process. If I make them appear too often, I have to limit the amount of goodness each one can contain for the sake of balance, which in turn makes them less interesting. But if they appear less often, I can ramp up the amount of goodies they contain to make them more interesting without it becoming unbalanced, but of course, by virtue of them simply not spawning that often, it makes the game a little less interesting overall. It's a balancing act: finding the sweet spot between how often they appear to keep things interesting and what they might contain without them becoming overpowered by potentially providing too many rare resources. At the moment, I think they're at a good point: They're not too rare, and you should hopefully come away with at least some decent resources and probably a rare item each time you visit one. The exact probabilities of a cave entrance spawning are as follows (this is a bit of a spoiler, but for the sake of feedback about how often they're spawning for you, I thought I should provide the exact probabilities so you know whether RNG is being kind to you or not):
changed1 in 50 chance when a Slug Beast spawns at night. - 1 in 50 chance when you smash a rock. - 1 in 150 chance when you dig with a shovel. Digs inside a Greenhouse can never spawn a cave entrance. I'm tempted to make chopping trees also offer a slim chance to spawn a cave entrance too. I know that doesn't really make sense, but I like the idea that any everyday activity can have a chance of spawning one.
changedI do have plans to expand on this caving system some more in future too (more unique finds, secrets, and maybe a cave-dwelling boss), but this is hopefully a nice starting point. If you've already played the game to death, you might want to wait until another update or two have trickled out first before diving back in, just so you've got more newness to experience. ----- COMBAT ROLL TWEAKS ----- Previously, you could only do a Combat Roll if you pressed Jump while an attack animation was playing. I've tweaked this a little, so you now have a 0.5 second window after completing an attack animation in which to press Space to trigger the Combat Roll. Hopefully, this makes doing a roll a little less fiddly, and should help prevent accidental jumps mid-combat. As has always been the case - or, at least, as has been the case since very early in early access - you can still only do a Combat Roll once every 1 second (this limitation is in place to prevent repeated, rapid-fire Combat Rolls being used as a form of fast travel). ----- NEW ACHIEVEMENT ----- There's a new cave-based achievement. Nothing that exciting really, but I thought I should mention it anyway! ----- RANDOM UPDATES/FIXES ----- - Tweaked the rock meshes a bit to make their visual size better represent the amount of stone you'll get from them. - Lowered the spawn rate of Mushrooms a bit (partially because the world ended up being overrun by them, and partially because you can now find them in caves too). - Trees now grow around 20% faster, although they have the potential to initially spawn in a new world a little smaller. - Tweaked the Slug Beast loot table a tiny bit. -
fixedFixed an issue that may have prevented the Spring Beasts from moving when you weren't looking at them.
fixedFixed an issue that caused the Sword in the Slug to permanently vanish if you yanked it out of the statue while your inventory was full.

Wrongworld changes

addedUpdate 1.1.1 is (finally) here, so Steam should do its thing and download it for you shortly. Here's what's new: ----- CAVES ----- Previous updates have generally focused on expanding existing game systems (like adding new items to craft, new biomes, more points of interest to discover, and more random events). With this update, I wanted to add an entirely new aspect to the game: Caves. Cave entrances can now spawn around the world, and each one leads to a randomly generated cave for you to explore.
addedThe contents of a cave are randomised, so some might be more interesting than others, but they'll all have at least one little treat for you to find (ranging from a few relatively boring crates/barrels to a selection of more interesting new items that I won't spoil here, and maybe even some shiny new unique gear). Each cave will also be filled with rocks to mine, roots to chop, mushrooms to forage, and maybe a few other things, but they'll likely be guarded by a bunch of Slug Beasts too. The addition of caves isn't going to radically alter the game - it's designed to be a new system that works alongside everything else, such as random events and the investigation of POIs. In a nutshell, it's designed to expand the game's repertoire of unexpected things it can throw at you, and it's another aspect that should help prevent the game from becoming too repetitive. If you start a new game, 3 cave entrances should already be randomly spawned around the world, and new caves entrances can appear from time to time. There's a huge amount of randomness involved in this so expect some variance, but, on average, probability says a new cave entrance should spawn about once every 10 in-game days. Ish. But it varies... In one of my test sessions, I've seen two spawn by Day 6; in another, the first one didn't spawn until Day 22. The probability of them spawning may need some tweaking in future, as might their contents, but your feedback should help guide that process. If I make them appear too often, I have to limit the amount of goodness each one can contain for the sake of balance, which in turn makes them less interesting. But if they appear less often, I can ramp up the amount of goodies they contain to make them more interesting without it becoming unbalanced, but of course, by virtue of them simply not spawning that often, it makes the game a little less interesting overall. It's a balancing act: finding the sweet spot between how often they appear to keep things interesting and what they might contain without them becoming overpowered by potentially providing too many rare resources. At the moment, I think they're at a good point: They're not too rare, and you should hopefully come away with at least some decent resources and probably a rare item each time you visit one. The exact probabilities of a cave entrance spawning are as follows (this is a bit of a spoiler, but for the sake of feedback about how often they're spawning for you, I thought I should provide the exact probabilities so you know whether RNG is being kind to you or not):
changed1 in 50 chance when a Slug Beast spawns at night. - 1 in 50 chance when you smash a rock. - 1 in 150 chance when you dig with a shovel. Digs inside a Greenhouse can never spawn a cave entrance. I'm tempted to make chopping trees also offer a slim chance to spawn a cave entrance too. I know that doesn't really make sense, but I like the idea that any everyday activity can have a chance of spawning one.
changedI do have plans to expand on this caving system some more in future too (more unique finds, secrets, and maybe a cave-dwelling boss), but this is hopefully a nice starting point. If you've already played the game to death, you might want to wait until another update or two have trickled out first before diving back in, just so you've got more newness to experience. ----- COMBAT ROLL TWEAKS ----- Previously, you could only do a Combat Roll if you pressed Jump while an attack animation was playing. I've tweaked this a little, so you now have a 0.5 second window after completing an attack animation in which to press Space to trigger the Combat Roll. Hopefully, this makes doing a roll a little less fiddly, and should help prevent accidental jumps mid-combat. As has always been the case - or, at least, as has been the case since very early in early access - you can still only do a Combat Roll once every 1 second (this limitation is in place to prevent repeated, rapid-fire Combat Rolls being used as a form of fast travel). ----- NEW ACHIEVEMENT ----- There's a new cave-based achievement. Nothing that exciting really, but I thought I should mention it anyway! ----- RANDOM UPDATES/FIXES ----- - Tweaked the rock meshes a bit to make their visual size better represent the amount of stone you'll get from them. - Lowered the spawn rate of Mushrooms a bit (partially because the world ended up being overrun by them, and partially because you can now find them in caves too). - Trees now grow around 20% faster, although they have the potential to initially spawn in a new world a little smaller. - Tweaked the Slug Beast loot table a tiny bit. -
fixedFixed an issue that may have prevented the Spring Beasts from moving when you weren't looking at them.

Update 1.1.1 is (finally) here, so Steam should do its thing and download it for you shortly. Here's what's new: ----- CAVES ----- Previous updates have generally focused on expanding existing game systems (like adding new items to craft, new biomes, more points of interest to discover, and more random events). With this update, I wanted to add an entirely new aspect to the game: Caves. Cave entrances can now spawn around the world, and each one leads to a randomly generated cave for you to explore.

The contents of a cave are randomised, so some might be more interesting than others, but they'll all have at least one little treat for you to find (ranging from a few relatively boring crates/barrels to a selection of more interesting new items that I won't spoil here, and maybe even some shiny new unique gear). Each cave will also be filled with rocks to mine, roots to chop, mushrooms to forage, and maybe a few other things, but they'll likely be guarded by a bunch of Slug Beasts too. The addition of caves isn't going to radically alter the game - it's designed to be a new system that works alongside everything else, such as random events and the investigation of POIs. In a nutshell, it's designed to expand the game's repertoire of unexpected things it can throw at you, and it's another aspect that should help prevent the game from becoming too repetitive. If you start a new game, 3 cave entrances should already be randomly spawned around the world, and new caves entrances can appear from time to time. There's a huge amount of randomness involved in this so expect some variance, but, on average, probability says a new cave entrance should spawn about once every 10 in-game days. Ish. But it varies... In one of my test sessions, I've seen two spawn by Day 6; in another, the first one didn't spawn until Day 22. The probability of them spawning may need some tweaking in future, as might their contents, but your feedback should help guide that process. If I make them appear too often, I have to limit the amount of goodness each one can contain for the sake of balance, which in turn makes them less interesting. But if they appear less often, I can ramp up the amount of goodies they contain to make them more interesting without it becoming unbalanced, but of course, by virtue of them simply not spawning that often, it makes the game a little less interesting overall. It's a balancing act: finding the sweet spot between how often they appear to keep things interesting and what they might contain without them becoming overpowered by potentially providing too many rare resources. At the moment, I think they're at a good point: They're not too rare, and you should hopefully come away with at least some decent resources and probably a rare item each time you visit one. The exact probabilities of a cave entrance spawning are as follows (this is a bit of a spoiler, but for the sake of feedback about how often they're spawning for you, I thought I should provide the exact probabilities so you know whether RNG is being kind to you or not):

  • 1 in 50 chance when a Slug Beast spawns at night. - 1 in 50 chance when you smash a rock. - 1 in 150 chance when you dig with a shovel. Digs inside a Greenhouse can never spawn a cave entrance. I'm tempted to make chopping trees also offer a slim chance to spawn a cave entrance too. I know that doesn't really make sense, but I like the idea that any everyday activity can have a chance of spawning one.

I do have plans to expand on this caving system some more in future too (more unique finds, secrets, and maybe a cave-dwelling boss), but this is hopefully a nice starting point. If you've already played the game to death, you might want to wait until another update or two have trickled out first before diving back in, just so you've got more newness to experience. ----- COMBAT ROLL TWEAKS ----- Previously, you could only do a Combat Roll if you pressed Jump while an attack animation was playing. I've tweaked this a little, so you now have a 0.5 second window after completing an attack animation in which to press Space to trigger the Combat Roll. Hopefully, this makes doing a roll a little less fiddly, and should help prevent accidental jumps mid-combat. As has always been the case - or, at least, as has been the case since very early in early access - you can still only do a Combat Roll once every 1 second (this limitation is in place to prevent repeated, rapid-fire Combat Rolls being used as a form of fast travel). ----- NEW ACHIEVEMENT ----- There's a new cave-based achievement. Nothing that exciting really, but I thought I should mention it anyway! ----- RANDOM UPDATES/FIXES ----- - Tweaked the rock meshes a bit to make their visual size better represent the amount of stone you'll get from them. - Lowered the spawn rate of Mushrooms a bit (partially because the world ended up being overrun by them, and partially because you can now find them in caves too). - Trees now grow around 20% faster, although they have the potential to initially spawn in a new world a little smaller. - Tweaked the Slug Beast loot table a tiny bit. -

Fixed an issue that may have prevented the Spring Beasts from moving when you weren't looking at them.

-

Fixed an issue that caused the Sword in the Slug to permanently vanish if you yanked it out of the statue while your inventory was full.

Next up, I plan to work on another brand new system rather than simply adding more stuff, but I haven't given up on expanding the existing crafting, events and POI systems either... It just might take another couple of updates before I get around to those :) As always, if you have any feedback or encounter any problems, please do let me know. And feel free to come and say hello on the Wrongworld Discord.

Source

Steam News / 18 August 2018

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