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Steam News26 October 20187y ago

Update 1.2.1 (26th October)

Update 1.2.1 has arrived, so Steam should do its thing and download it for you soon.

Full notes

Full Wrongworld update

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

What changed

4 fixes1 addition3 changes2 removals
  • Gameplay
  • Fixes
  • UI and audio
  • Security
  • Balance
  • Compatibility
changedUpdate 1.2.1 has arrived, so Steam should do its thing and download it for you soon. Here come the details: ----- CUSTOM GAME MODE ----- As well as the usual Easy/Normal/Hard/Creative modes, you'll now find a "Custom Mode" option when starting a new game. In this mode, you can tweak a bunch of different settings before starting, like World Size, Day Length, the rate of Hunger Loss, whether Permadeath is enabled, and a bunch of other settings about the world, player and beasties. If you keep Permadeath enabled but lower the difficulty using any of the other settings, you'll still be able to earn XP, but at a reduced rate. I'll most likely be expanding on the range of customisable settings some more in future, but this hopefully gives a nice starting point. ----- INDOOR LAMP & CRAFTING TWEAKS ----- Once you've built an Electronics Workbench, you'll now be able to craft an Indoor Lamp to brighten up your home. These lights will only work when placed in your house, and they will never cast shadows (for performance reasons). A few other crafting recipes have been renamed: - Spotlight > Security Spotlight (to help clarify it's designed to be an outdoor light that scares off Slug Beasts). - Stone Wall > Garden Wall (to help clarify that it's an outdoor thing and is not designed to be used to wall-off a Modular House Tile... I've seen a few people do that before they realised they needed to use Construction Mode to add walls). - Wooden Fence > Garden Fence (just to help bring it in line with the new name for the Stone/Garden Wall). ----- MOTION BLUR TOGGLE ----- You can now use the Settings > Graphics Menu to toggle Motion Blur independently from the other Post Processing settings. ----- HOUSE EDITING UPDATES ----- I've made a few changes to the way the house editing system works when using Construction Mode to interact with a Modular House Tile: - While editing a tile, the walls will no longer block the camera (so you have a better view of the changes you're making). - If you're stood on top of a tile when you rotate it, it will no longer rotate the player along with it... You'll remain in the same location/rotation instead. - After making changes to a tile and closing the House Editing UI, the game will move you into the middle section of the tile if it detects you could might be potentially obstructed by a wall. - I've extended the interaction range of Construction Mode, so you can stand a little further away things now. I'm also aware of a rare intermittent bug that can cause you to teleport up into the roof of your house after building a structure inside your home, resulting in you being unable to move. While I continue to look into squishing that naughty bug, I've made it possible to open the House Editing UI by interacting with the flat roof section of your house, not just the floor tile. In other words, if you do end up trapped in the roof of your house, you can simply enable Construction Mode, look down, and edit the house, temporarily removing the roof as necessary to set yourself free! Oh, and I've also fixed an issue that may have caused the windows to misbehave, remaining hidden when they should have been visible. ----- COMBAT LOCK-ON CHANGES ----- The style of the marker that highlights your lock-on target has been updated... It's now 4 little arrows surrounding the target rather than 1 above them. The arrows are now also visible through things, so you can keep track of your target even if it wanders behind scenery. Also, there was previously a slight flaw in the logic used to determine which enemy to lock on to, meaning that it didn't always target the nearest enemy. That's been fixed now, so it should always reliably target the nearest enemy. ----- AUTO-COLLECT PROMPT ----- If the game detects that a player doesn't seem to be using the Auto-Collect system (holding RMB to automatically pick up nearby items), it'll pop up a new style of tip that should (hopefully) be impossible to ignore. ----- RANDOM UPDATES/FIXES ----- - Rabbit Beasts should be less inclined to lurk up on the roof of your house indefinitely now. They might still end up on a roof, but they'll be quick to teleport back down if they detect the player is outside and in range of their attacks but they don't have line of sight. - When Trees/Rocks wobble while being harvested, they should be less likely to punt nearby items into the distance. - Added a bit of text next to the Hotbar to help clarify it exists. - Opening the Inventory/Crafting Menu now cancels Interacting (e.g. chopping a tree/smashing a rock/moving a structure via Construction Mode). - Pressing LMB to confirm the location of a craftable structure while the Inventory/Crafting menu is open will now automatically close the UI. - The stack size of items is now shown when targetting an item (e.g. "Grab 10 Wood"). - Reduced the potential maximum speed for vertical movement of the camera when the Inventory is open. - Updated a few tips to explicitly state the control in question (e.g. "Hold Right Mouse" instead of "Hold Interact"), and refocused all tips to explain only keyboard controls (eventually, I'll have the game detect if a controller is being used, and update the tips accordingly). - Added a few new tips and changed the timing of a couple more. - Added a sound effect that plays when a Getting Started Tip appears. - Fixed an issue that I added in the last update which may have caused equipment visibility issues the first time you equipped something. - Fixed an issue that caused the crafting progress bar to disappear if you opened the Inventory or Crafting Menu while crafting something. - Tweaked the way the ship controls work during the Credits (previously, the speed of the rotation of the ship changed depending on your frame rate, but it should now be the same across all frame rates. Also, I've changed the way the ship rotates towards the direction of the ship's velocity, because I've seen it freak out a little in various YouTube vids... I've never been able to recreate that myself, so I'm not sure if the changes I've made will make any difference, but it certainly shouldn't make things any worse! I'll have to keep an eye on any new videos to see if the problem crops up again). -
removedIt is no longer possible to mount the Hamster while Contruction Mode is active.
fixedFixed an issue with the Jet Pack which may have prevented you from avoiding a face-plant by pressing Space if you had any fuel remaining.
removedYou can no longer stand on Boxy McBox's head. He didn't like it.
fixedFixed an issue that prevented the removal of the Robot's Room Status UI if he kicked you out of his lair.
fixedFixed an exploit with The Sword In The Slug (rapidly equipping/unequipping massively increased the chance of its special anti-Slug effect triggering).

Wrongworld changes

changedUpdate 1.2.1 has arrived, so Steam should do its thing and download it for you soon. Here come the details: ----- CUSTOM GAME MODE ----- As well as the usual Easy/Normal/Hard/Creative modes, you'll now find a "Custom Mode" option when starting a new game. In this mode, you can tweak a bunch of different settings before starting, like World Size, Day Length, the rate of Hunger Loss, whether Permadeath is enabled, and a bunch of other settings about the world, player and beasties. If you keep Permadeath enabled but lower the difficulty using any of the other settings, you'll still be able to earn XP, but at a reduced rate. I'll most likely be expanding on the range of customisable settings some more in future, but this hopefully gives a nice starting point. ----- INDOOR LAMP & CRAFTING TWEAKS ----- Once you've built an Electronics Workbench, you'll now be able to craft an Indoor Lamp to brighten up your home. These lights will only work when placed in your house, and they will never cast shadows (for performance reasons). A few other crafting recipes have been renamed: - Spotlight > Security Spotlight (to help clarify it's designed to be an outdoor light that scares off Slug Beasts). - Stone Wall > Garden Wall (to help clarify that it's an outdoor thing and is not designed to be used to wall-off a Modular House Tile... I've seen a few people do that before they realised they needed to use Construction Mode to add walls). - Wooden Fence > Garden Fence (just to help bring it in line with the new name for the Stone/Garden Wall). ----- MOTION BLUR TOGGLE ----- You can now use the Settings > Graphics Menu to toggle Motion Blur independently from the other Post Processing settings. ----- HOUSE EDITING UPDATES ----- I've made a few changes to the way the house editing system works when using Construction Mode to interact with a Modular House Tile: - While editing a tile, the walls will no longer block the camera (so you have a better view of the changes you're making). - If you're stood on top of a tile when you rotate it, it will no longer rotate the player along with it... You'll remain in the same location/rotation instead. - After making changes to a tile and closing the House Editing UI, the game will move you into the middle section of the tile if it detects you could might be potentially obstructed by a wall. - I've extended the interaction range of Construction Mode, so you can stand a little further away things now. I'm also aware of a rare intermittent bug that can cause you to teleport up into the roof of your house after building a structure inside your home, resulting in you being unable to move. While I continue to look into squishing that naughty bug, I've made it possible to open the House Editing UI by interacting with the flat roof section of your house, not just the floor tile. In other words, if you do end up trapped in the roof of your house, you can simply enable Construction Mode, look down, and edit the house, temporarily removing the roof as necessary to set yourself free! Oh, and I've also fixed an issue that may have caused the windows to misbehave, remaining hidden when they should have been visible. ----- COMBAT LOCK-ON CHANGES ----- The style of the marker that highlights your lock-on target has been updated... It's now 4 little arrows surrounding the target rather than 1 above them. The arrows are now also visible through things, so you can keep track of your target even if it wanders behind scenery. Also, there was previously a slight flaw in the logic used to determine which enemy to lock on to, meaning that it didn't always target the nearest enemy. That's been fixed now, so it should always reliably target the nearest enemy. ----- AUTO-COLLECT PROMPT ----- If the game detects that a player doesn't seem to be using the Auto-Collect system (holding RMB to automatically pick up nearby items), it'll pop up a new style of tip that should (hopefully) be impossible to ignore. ----- RANDOM UPDATES/FIXES ----- - Rabbit Beasts should be less inclined to lurk up on the roof of your house indefinitely now. They might still end up on a roof, but they'll be quick to teleport back down if they detect the player is outside and in range of their attacks but they don't have line of sight. - When Trees/Rocks wobble while being harvested, they should be less likely to punt nearby items into the distance. - Added a bit of text next to the Hotbar to help clarify it exists. - Opening the Inventory/Crafting Menu now cancels Interacting (e.g. chopping a tree/smashing a rock/moving a structure via Construction Mode). - Pressing LMB to confirm the location of a craftable structure while the Inventory/Crafting menu is open will now automatically close the UI. - The stack size of items is now shown when targetting an item (e.g. "Grab 10 Wood"). - Reduced the potential maximum speed for vertical movement of the camera when the Inventory is open. - Updated a few tips to explicitly state the control in question (e.g. "Hold Right Mouse" instead of "Hold Interact"), and refocused all tips to explain only keyboard controls (eventually, I'll have the game detect if a controller is being used, and update the tips accordingly). - Added a few new tips and changed the timing of a couple more. - Added a sound effect that plays when a Getting Started Tip appears. - Fixed an issue that I added in the last update which may have caused equipment visibility issues the first time you equipped something. - Fixed an issue that caused the crafting progress bar to disappear if you opened the Inventory or Crafting Menu while crafting something. - Tweaked the way the ship controls work during the Credits (previously, the speed of the rotation of the ship changed depending on your frame rate, but it should now be the same across all frame rates. Also, I've changed the way the ship rotates towards the direction of the ship's velocity, because I've seen it freak out a little in various YouTube vids... I've never been able to recreate that myself, so I'm not sure if the changes I've made will make any difference, but it certainly shouldn't make things any worse! I'll have to keep an eye on any new videos to see if the problem crops up again). -
removedIt is no longer possible to mount the Hamster while Contruction Mode is active.
fixedFixed an issue with the Jet Pack which may have prevented you from avoiding a face-plant by pressing Space if you had any fuel remaining.
removedYou can no longer stand on Boxy McBox's head. He didn't like it.
fixedFixed an issue that prevented the removal of the Robot's Room Status UI if he kicked you out of his lair.

Update 1.2.1 has arrived, so Steam should do its thing and download it for you soon. Here come the details: ----- CUSTOM GAME MODE ----- As well as the usual Easy/Normal/Hard/Creative modes, you'll now find a "Custom Mode" option when starting a new game. In this mode, you can tweak a bunch of different settings before starting, like World Size, Day Length, the rate of Hunger Loss, whether Permadeath is enabled, and a bunch of other settings about the world, player and beasties. If you keep Permadeath enabled but lower the difficulty using any of the other settings, you'll still be able to earn XP, but at a reduced rate. I'll most likely be expanding on the range of customisable settings some more in future, but this hopefully gives a nice starting point. ----- INDOOR LAMP & CRAFTING TWEAKS ----- Once you've built an Electronics Workbench, you'll now be able to craft an Indoor Lamp to brighten up your home. These lights will only work when placed in your house, and they will never cast shadows (for performance reasons). A few other crafting recipes have been renamed: - Spotlight > Security Spotlight (to help clarify it's designed to be an outdoor light that scares off Slug Beasts). - Stone Wall > Garden Wall (to help clarify that it's an outdoor thing and is not designed to be used to wall-off a Modular House Tile... I've seen a few people do that before they realised they needed to use Construction Mode to add walls). - Wooden Fence > Garden Fence (just to help bring it in line with the new name for the Stone/Garden Wall). ----- MOTION BLUR TOGGLE ----- You can now use the Settings > Graphics Menu to toggle Motion Blur independently from the other Post Processing settings. ----- HOUSE EDITING UPDATES ----- I've made a few changes to the way the house editing system works when using Construction Mode to interact with a Modular House Tile: - While editing a tile, the walls will no longer block the camera (so you have a better view of the changes you're making). - If you're stood on top of a tile when you rotate it, it will no longer rotate the player along with it... You'll remain in the same location/rotation instead. - After making changes to a tile and closing the House Editing UI, the game will move you into the middle section of the tile if it detects you could might be potentially obstructed by a wall. - I've extended the interaction range of Construction Mode, so you can stand a little further away things now. I'm also aware of a rare intermittent bug that can cause you to teleport up into the roof of your house after building a structure inside your home, resulting in you being unable to move. While I continue to look into squishing that naughty bug, I've made it possible to open the House Editing UI by interacting with the flat roof section of your house, not just the floor tile. In other words, if you do end up trapped in the roof of your house, you can simply enable Construction Mode, look down, and edit the house, temporarily removing the roof as necessary to set yourself free! Oh, and I've also fixed an issue that may have caused the windows to misbehave, remaining hidden when they should have been visible. ----- COMBAT LOCK-ON CHANGES ----- The style of the marker that highlights your lock-on target has been updated... It's now 4 little arrows surrounding the target rather than 1 above them. The arrows are now also visible through things, so you can keep track of your target even if it wanders behind scenery. Also, there was previously a slight flaw in the logic used to determine which enemy to lock on to, meaning that it didn't always target the nearest enemy. That's been fixed now, so it should always reliably target the nearest enemy. ----- AUTO-COLLECT PROMPT ----- If the game detects that a player doesn't seem to be using the Auto-Collect system (holding RMB to automatically pick up nearby items), it'll pop up a new style of tip that should (hopefully) be impossible to ignore. ----- RANDOM UPDATES/FIXES ----- - Rabbit Beasts should be less inclined to lurk up on the roof of your house indefinitely now. They might still end up on a roof, but they'll be quick to teleport back down if they detect the player is outside and in range of their attacks but they don't have line of sight. - When Trees/Rocks wobble while being harvested, they should be less likely to punt nearby items into the distance. - Added a bit of text next to the Hotbar to help clarify it exists. - Opening the Inventory/Crafting Menu now cancels Interacting (e.g. chopping a tree/smashing a rock/moving a structure via Construction Mode). - Pressing LMB to confirm the location of a craftable structure while the Inventory/Crafting menu is open will now automatically close the UI. - The stack size of items is now shown when targetting an item (e.g. "Grab 10 Wood"). - Reduced the potential maximum speed for vertical movement of the camera when the Inventory is open. - Updated a few tips to explicitly state the control in question (e.g. "Hold Right Mouse" instead of "Hold Interact"), and refocused all tips to explain only keyboard controls (eventually, I'll have the game detect if a controller is being used, and update the tips accordingly). - Added a few new tips and changed the timing of a couple more. - Added a sound effect that plays when a Getting Started Tip appears. - Fixed an issue that I added in the last update which may have caused equipment visibility issues the first time you equipped something. - Fixed an issue that caused the crafting progress bar to disappear if you opened the Inventory or Crafting Menu while crafting something. - Tweaked the way the ship controls work during the Credits (previously, the speed of the rotation of the ship changed depending on your frame rate, but it should now be the same across all frame rates. Also, I've changed the way the ship rotates towards the direction of the ship's velocity, because I've seen it freak out a little in various YouTube vids... I've never been able to recreate that myself, so I'm not sure if the changes I've made will make any difference, but it certainly shouldn't make things any worse! I'll have to keep an eye on any new videos to see if the problem crops up again). -

It is no longer possible to mount the Hamster while Contruction Mode is active.

-

Fixed an issue with the Jet Pack which may have prevented you from avoiding a face-plant by pressing Space if you had any fuel remaining.

-

The Jet Pack fuel now recharges much faster in Creative Mode, and the Teleporter recharges almost instantly too.

-

You can no longer stand on Boxy McBox's head. He didn't like it.

-

Fixed an issue that prevented the removal of the Robot's Room Status UI if he kicked you out of his lair.

-

Fixed an exploit with The Sword In The Slug (rapidly equipping/unequipping massively increased the chance of its special anti-Slug effect triggering).

-

Updated the collision of the Boxing Ring mesh to (hopefully) help prevent beasties from getting knocked through it.

-

Reduced the Health/Hunger penalty for quitting while in a boss lair/cave.

-

Fixed an issue that caused weapon effects to temporarily remain visible after boarding your ship and beginning the end-game cut-scene.

That's all for now! Next on my to-do list are Mac and Linux versions. I was initially planning to have those ready in time for this update, but the Custom Mode things took a little longer than expected. Fingers crossed, they should be ready in the next week or two. After that, it's time for me to start work on 1.3, the main focus of which will be a big chunk of new content/events/POIs etc... I think :) 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 / 26 October 2018

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