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Drathy  [developer] Sep 9 @ 11:36am
Beta 2.5 Changelog (So Far)
Here's the changelog for beta 2.5 (available in the development branch) so far. This list is unsorted for now.

New
  • Water stills will now show their container is full when gathering is available.
  • Add two new milestones, "Weathered", and "Seasoned".
  • Added a new loot group for high level monsters that contains better loot (for their level).
  • You can now milk tamed goats. Your taming skill will reduce the amount happiness your goat will lose when being milked.
  • Skill hovers now reveal which stats each skill can increase.
  • Bonuses are now granted for exceptional and remarkable items for stoking fire.
  • Added a new mohawk hairstyle.
  • Added many new items including some rare items, lore-related items and added all types of mortars and pestles.
  • There are now 20 saves slots.
  • You can now hold down shift (rebindable) to turn directions without moving.
  • Added a starter quest that teaches the mechanics of left/right hand use.

Improvements
  • Chives can now be harvested for seeds during the ripening stage and gathered during the budding stage.
  • Anatomy revealed health messages for creatures now uses different language for low and moderate accuracy with verbiage such as "appears" and "seems".
  • Modified creature health messages to refrain from using words like "healthy" to prevent things like "healthy zombies".
  • Added plant roots to wheat gathering to be consistent with other plants. (Thanks Megan!)
  • Legendary items will no longer prevent skill gain (or effect skill gain chances) if your skill goes over 100%.
  • The mortar and pestle you must create in the Starter Quest can now be either stone, sandstone or wood.
  • Increased the spreading factor of normal grass by large amount. (Thanks blay.paul!)
  • You can now gather from growing (normal) grass.
  • Particle speed and decay is no longer based on framerate, which caused variability of speed on some machines.
  • Aberrants no longer scale based on tactics/parrying bonuses from legendary items. (Thanks holyshield!)
  • Added some missing tools to loot groups and potential starting items.
  • Creatures will now pathfind further distances.
  • Fire elementals now have their own loot group of items.
  • Walls will now count as obstacles for ranged attacks.
  • Ranged attacks on to doodads will now damage them.
  • Plants now have a chance to spread their quality on to their children plants.
  • Fire elemental corpses are now animated.
  • You no longer require a set amount of food or water when travelling; however, you will use them as needed and may begin to starve and dehydrate if you do not have enough.
  • Aberrant slimes will now split into other aberrant slimes 100% of the time. (Thanks Megan!)
  • Animal skulls can now be dismantled into bone fragments.
  • Lighting fires with a torch no longer uses decay.
  • Fixed a white box that appeared briefly when loading Wayward.
  • When digging cave entrances, tiles and flooring on the other side now get dropped as items (instead of disappearing). (Thanks sechsauge!)
  • The Starter Quest now asks for either stone or sandstone campfires and water still resources and crafting (instead of forcing stone).
  • Skullcaps now require a hammer to craft (instead of a rock).
  • Added messages for enabling/disabling hand usage.

Bug Fixes
  • Fixed an issue where using a quickslot hotkey would not trigger gathering confirmation dialogs (for gathering while on fire/destroying the plant).
  • Fixed a bug where destroying a plant while it was fire would not burn you.
  • Fixed the honey fungus description from being uncapitalized in the tooltip.
  • Fixed an issue where drawn maps (that dropped as loot or created internally) were not being created with map information. (Thanks Megan!)
  • Prevented the "Talented" milestone from showing with more than 1 decimal place.
  • Fixed the "Navigator" and "Seafarer" milestones from not triggering. (Thanks Caerold!)
  • Fixed a bug that was not giving the correct chance for giving quality items from harvesting/gathering.
  • Fixed many grammatical issues.
  • Fixed an incorrect particle color that was set for grass.
  • Fixed a bug that revealed trapdoor spiders via tooltips when they were on top of a doodad or item. (Thanks Megan!)
  • Fixed doodad disassembly data not getting saved when building/picking them back up. (Thanks RawCode!)
  • Fixed flying creatures not appearing above trees when flying over them.
  • Fixed a bug where creatures would prefer going either left or right all the time.
  • Fixed an oversight that caused trees not to count as obstacles for ranged attacks.
  • Fixed a graphic issue with the dreads hairstyle while swimming.
  • Fixed an issue where players would appear to be walking on water when spawning on top of water (in casual mode).
  • Fixed a bug that would produce a randomized legendary property on torches when picking them up from being built. (Thanks Megan!)
  • Fixed an issue where cods and blindfish would attempt to attack other creatures when tamed without any result. They not longer try to defend you. (Thanks Megan!)
  • Fixed an incorrect message appearing when attempting to pack dirt. (Thanks tim!)
  • Fixed an issue where weight was not being saved when picking up doodads that were built/placed. (Thanks Megan!)
  • Fixed an issue where extinguishing a fire on top of a lit doodad that contained items on the tile would not actually extinguish it. (Thanks Megan!)
  • Fixed an old bug that prevented flying creatures from spawning on top of doodads that blocked normal movement. (Thanks Megan!)
  • Fixed multiple "The fire around you is warm and comforting." messages from appearing when sleeping next to multiple fire sources. (Thanks tim!)
  • The stone anvil now uses stonecrafting and the iron anvil now uses blacksmithing. (Thanks Megan!)
  • Fixed boglings becoming untamed instantly after offering them accepted items. (Thanks Megan!)
  • Fixed several cases on incorrect character cases in messages.
  • Fixed the message text being red when healing tamed creatures. (Thanks Adrien S. Enzo!)
  • Fixed an oversight that set the Lava Beetle Helmet as 0.1 weight. (Thanks Megan!)
  • Fixed an oversight that allowed you to gather water underneath a creature or a pile of items. (Thanks Megan!)
  • Fixed the raft not producing any particles when paddling.

Balance
  • Destroying a plant when gathering with a tool will now damage the tool.
  • Added a rare chance for quality of gathered/harvested resources to be one quality above what the plant was.
  • Trees will no longer alter their gathering drops based on quality. Other quality benefits will still apply.
  • Reduced aberrant damage slightly.
  • Reduced the maximum fuel that can be placed on to torches.
  • Reduced the amount of iron per tile slightly.
  • Increased base gathering success chances moderately.
  • The sand cast flask (and talcum) is now used specifically for metal items that would typically require a cast to create them. This also applies to wrought iron items now.
  • Slings and bows now require two hands to fire/shoot.
  • Arrows now use cordage (instead of a full string), reducing their maximum weight.
  • Cods and blindfish now accept insect items as offering, but are harder to tame naturally.
  • Increased minimum stone arrowhead weight (to be more inline with iron/wrought iron arrowhead weights).
  • Raspberries now quench 1 thirst.

Modding
  • Added a new hook "OnUninitialized" to be called after a mod has completely unloaded.
  • Added hooks for getWeightStatus and getWeightMovementPenalty.
  • mod.json is no longer updated if the publish file id is already correct.
  • Mod references will now be automatically published each night for the development branch via Github.
  • Added an OnMoveComplete hook.
  • Added CanPickupDoodad and OnPickupDoodad hooks.
  • Added CanDoodadSpawn and OnDoodadSpawn hooks.
  • Added method of loading additional mods when playing in browser mode through a "wayward.mods" localStorage property. Specify a comma delimited list of mods to load.
  • Added PreExecuteAction and PostExecuteAction hooks.
  • Fixed some improper/outdated documentation for functions in the modding guide. (Thanks Amax!) (Thanks tim!)
  • Modification of weightBonus is now available via localPlayer.weightBonus.
  • Cache busting is now disabled when running Wayward in Electron (so Chromium Developer Tools changes are kept). (Thanks Amax!)

Mods
Developer Tools
  • Tiles that cannot normally tilled will no longer receive a tilled status (causing graphical issues).
  • Converted all tools to use the action system (for multiplayer compatibility).
Reincarnate
  • Skills and stats are now randomized a bit on reincarnation.
  • Fixed an issue where players would appear to be walking on water when spawning on top of water.

Technical
  • Added support for corpse animations.
  • Updated Wayward to use TypeScript 2.5.
  • Changed callback functions around the codebase to promise functions.
Last edited by Drathy; Sep 16 @ 10:44am
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Showing 1-3 of 3 comments
Caerold Sep 9 @ 7:08pm 
While I applaud changing bows to require a free hand, making night and underground fighting much more dangerous, the weights for arrows have always been quite silly. These balance changes are inadaquate. Compare the weight of bows to the arrows they fire and tell me this makes sense. Most arrows end up weighing as much as their bows and a reasonable quiver puts a lot of strain on carrying capacity.

Bow: average weight 0.6 minumum 0.5
Short Bow: average weight 0.7 minimum 0.4
Long Bow: average weight 1.5 minimum 0.9
Composite Bow: average weight 1.9 minimum 1.2

Wooden arrow (+2 atk)
before update: average weight 0.5 minimum 0.4
after update: no change

Arrow (+3 atk)
before update: average weight 0.9 minimum 0.7
after update: average weight 1.1 minimum 1.0

Wrought Iron Arrow (+4 atk)
before update: average weight 1.4 minimum 1.1
after update: average weight 1.3 minimum 1.0

Iron Arrow (+5 atk)
before update: average weight 1.4 minimum 1.1
after update: average weight 1.3 minimum 1.0

What I'd suggest is keeping the cordage changes and reversing the stone arrowhead updates. Then change the iron arrowhead recipes to produce 3 new 0.1 or 0.2 weight items in exchange for destroying a piece of iron. It should be nonreversible so you don't get cheaty "I'll forge all my iron to arrowheads to reduce the weight" incentive.

That'll give you iron arrows with more realistic weights in line with their minimal power upgrade. Carrying the loadout to kill a kraken or two will still end up weighing far more than a sword/shield, but it won't be as silly as it is now.

I'd also love an option in the options menu to automatically add all arrows picked up to an equipped quiver should the player be carrying one. Reducing the amount of micromanagement required for this playstyle would be great.
Last edited by Caerold; Sep 9 @ 7:13pm
Drathy  [developer] Sep 9 @ 7:23pm 
Hey there, we aren't quite done balancing arrow weights as of yet - there's still a few more changes to make.
Caerold Sep 9 @ 7:42pm 
Sure, sure. Just giving feedback on what the changes look like and making a suggestion.
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Wayward > Testing/Development News > Topic Details