Testing Beta 2.1 "Appearance"

Beta 2.1 "Appearance"

New (39 changes)

Two new monsters added, both with unique abilities.

18 new items added, some with unique uses/placements.

Five new doodads added.

One new terrain type (tile) added.

Your equipment now changes your character's in-world "appearance". Hey, that's the name of the release!

Five new milestones added and milestones now have preset hidden/invisible status (instead of randomized) to prevent spoilers.

You can now choose the default item use for items in your quickslots (shown as a check mark).

Items now have variable weights. They will also transfer to the craft exactly (solving many inaccurate weights previously). Some weights have also been rebalanced.

A new dismantle item action has been added to break down items into parts. For example, dismantling a log will produce wooden poles and tree bark. A quest for this has been added to the Starter Quest.

Talent has been replaced by "Malignity". You can now increase and decrease your malignity (essentially making the game harder or easier dynamically) by certain actions, crafts, and skill gains. Because of this change, your actual score is now separate from malignity. Hovering over the malignity icon will show all three values.

Highlighted in-need-of-repair items (red borders) will now show in yellow (instead of the normal white).

Low durability items will now make a unique sound when being damaged.

You can now bind keybinds to mouse clicks (1/2/3).

New crafts are now highlighted in yellow and disappear after hover.

Clicking each inventory sort option will now reverse it when clicked multiple times.

You can now sort by decay, durability and quality.

You can now hover over world items, doodads, and monsters to get inspection information via a tool-tip (can be disabled in options).

There's now a "Pour on Yourself" action for water that will soothe burn injuries. "Cure" items no longer cure this status (medicinal items). Charcoal bandages now heal instead of cure because of this change.

Crafts are now also highlighted as you move over items in your inventory, showing what item is used in which craft.

Doodad resources, monster loot and corpse carve resources now have random chance added to them. Most previous resources/items remain at 100% chance, although some tweaks were made and new items were added.

Prefix and plural support has been added to items, doodads, monsters, and item groups. This will allow for many grammar improvements in text, especially for other languages.

The bear now has a swimming graphic.

When inspecting wooden chests or items on the ground, items are now listed with qualities highlighted in color and are combined together (for example, 5 tinder).

There has been tool-tips added to enable/disable options, describing what each do.

There is a new option which binds the item's menu to right-click instead of left click.

You can now repair doodads without having to pick them up. Very useful for repairing walls.

Added an option for keeping your inventory sort option active (when getting new items).

Hints/help and the Starter Quest will now highlight UI elements, items and more based on context.

Added carve to the actions menu (if you have item for it).

Added an option to skip the Unlok intro.

The music now speeds up a bit when you are low on health.

Aberrant monsters now sound a bit different from their normal counter-parts.

A dialog opacity slider has been added to the options.

Three new hints added: "Malignity", "Crafting Failures", and "Moving Items".

Added a raft bobbing animation.

Added dynamic message loading for the message dialog so the game would not become slow in long playthroughs when using it. This also fixed some potential memory leaking.

Added a scroll to zoom option (for those wanting to disable scroll wheel zooming).

Zombies and skeletons now can respawn (if not carved up).

Added error checking on game importing.

Bugs (29 changes)

Fixed an oversight where containers would not actually reduce decay of items.

Fixed an AI bug that would lead bears and krakens to get stuck on non-passable terrain too often.

Fixed a bug where using the hotkey button for in item menu (1, 2, 3, etc.) would also cause you to use that quickslot number's item.

Fixed an issue that caused some hardware configurations and/or installed software to cause Wayward not to be able to run.

Fixed a bug where two or more hints could appear at the same time, causing one or more to never trigger again.

Fixed a bug where wrought iron could be used for iron bullets/arrowheads.

Some items have been removed as repairable that were not intended to be repaired.

Fixed an oversight where scared/low health monsters would not try running away from the player as intended.

Fixed an issue where locked wooden chest loot was not randomized correctly.

Fixed a bug where placing soil over a burning tree would douse the flames, but no other messages or response was generated (did not remove the item).

Fixed an issue where message ellipsis was not displayed (when being truncated) when text messages were culled.

Fixed an audio issue where sounds would not play again if they were already in the middle of playing.

Fixed a bug that didn't really exist where non-flammable doodads could start on fire if their tile below was flammable (grass).

Fixed some instances where randomness was not predetermined based on seed.

Fixed intensity of blood color on corpses and other particle inconsistencies.

Fixed an issue where carving an acid spitter demon was not giving an anatomy skill raise.

Fixed the fire strength message not being fully accurate.

Fixed an issue where raft usage was not saved when quitting/loading the game.

Fixed a bug where travelling/sailing away would remove the water and their containers instead of just the water. Foods eaten on your travels will also return any items they give on being eaten (like seeds) as well.

Fixed a bug where gardening would not give the correct skill (Botany/Mycology) based on doodad type.

Fixed a bug where the "something in the way of your gathering" message would spam your messages while walking into tree/rock with a corpse on it.

Fixed an issue that wouldn't show a cave entrance if it was created over a doodad (like a door, chest, etc.).

Fixed a bug where aberrant chances were not being set and used properly (there was supposed to be an increased chance for caves/guardians).

Fixed an issue where the player didn't always animate (walk graphic) when passing a turn from certain actions.

Fixed a bug that allowed multiple skill raises and milestone increases per gather of resource(s).

Fixed mod names getting cropped/cut off in the modding menu.

Fixed invalid dialog positions causing the game to render offset (non-centered player).

Fixed a bug where blood was not showing under corpses.

Fixed some oversights leading to Clay Brick Flooring and Wrought Iron Arrowhead not returning disassembled items.

Improvements (65 changes)

Monster pathfinding has been improved. Monsters will now no longer get stuck on other monsters and no longer mirror your actions as much.

You can now pick up torch stands while they are lit.

Doors/gates are now automatically opened as you move into them.

Default weight has been increased by 10 points (however, this is mostly to counter-balance other weight shifts).

Doodads now describe their durability on inspect/tooltip.

Pressing escape will now close item/action menus, then dialogs, then bring up the quit/title screen menu.

The "win" state now requires five unique items to progress. I tried to make that as vague as possible to not spoil it too much.

Disassembly added to more items and tweaked return values on some items.

Some item disassembly now requires a tool when disassembling.

Disassembly now always returns at least one item.

Traps no longer fully break on use, they are damaged and returned to the ground as an item.

Tooltips are now updated on each turn pass, so you can now see them update in realtime if you are hovering over them as you move.

Equippable containers now all have defense/armor values now (backpacks, quivers, etc.).

Daily challenge scores now appear different in highscores list (in red).

Changed "Utensil" grouping to "Skewer". GAME CHANGING.

Many wording improvements added to the Starter Quest.

The Main menu UI is now centered. Symmetry!

Pouring water on growing plants will now increase their growing speed (not as much as compost).

Skill gain rate has been quadrupled in Daily Challenge mode (was previously double).

The base amount of monsters in Daily Challenge mode has been doubled, but the initial grouping of monsters around the player has been removed.

The date is now logged on each highscore entry.

Improved touch control support.

Anatomy now effects your healing amount and success rate when using "Heal" items.

Strength/dexterity/metabolism/starvation/dehydration now all displayed on hover over stat values to show link between attribute/messages. Messages like "You feel your metabolism slowing." has been replaced with wording that is easier to understand based on these changes.

Doodads are now required on repair of some items (like a forge and anvil for metal items).

The skill list is now alphabetized.

Fixed some milestone description grammar issues.

All firemaking items now use the camping skill instead of tinkering.

Improved incompatible mod save data when moving up versions.

Wooden chests are now flammable and will spill contents on on break.

Tall grass now has it's own seed type that grows into tall grass instead of normal grass as it did before. Tall grass can now grow on gravel tiles.

Improved inspect accuracy on plant's fertility.

Fertility of a plant is now explained a little more clearly.

Stoke fire value/strength has added to item tooltips.

Proper sentence case has been applied to all text messages. No more "You have damaged A Kraken with An Iron Sword".

You are no longer allowed to stoke a stone water still (no purpose/reduction of confusion).

Blood no longer hinders actions (like placing doodads, carving, etc.).

Keybinds in hints/help now dynamically display to what you have them set to.

Aberrant monsters now have have unique particle colors if they differ from their non-aberrant versions.

Weight capacity is now shown in tooltip for containers.

Covering (or caving in by digging) an entrance will now fill it in on both sides.

Wooden doors now have improved graphics/perspective when opened.

All flooring/floor names are now consistent across tiles/items.

Max durability is now highlighted based on item quality.

Added more stamina reduction checks across all actions (all based on skill).

Kraken corpses now decay on par with other monsters (increased length).

The order in which you drag an item into a container now has an effect on it's placement.

Items that revert or change into a different item on use will now keep their position in your inventory (if sorting allows).

Skill percentage in a crafting skill will now add extra durability to items.

"Trees" are now refered to as a "tree" now.

Monsters are no longer split into brackets of difficulty based on talent (malignity), rather, they each have their own values, so monster difficulty will increase much more smoothly.

The equipment dialog can now be resized to a smaller width.

Fixed lots of miscellaneous grammatical issues.

Slowed movement speed down very slightly to help reduce misclicks and improve reaction time.

Music now fades in and out instead of stopping abruptly.

Digging will now automatically use the "Gather Treasure" action when digging on the exact tile.

The anatomy skill hint now reveals that it decreases chance of poison.

Acid can now cause burn injuries as well as its normal damage.

You no longer get penalized over over-eating/drinking when trying to improve dehydration/starvation and not the other.

You can now bind keys to 10, 11, 12 (defaults to 0, -, and = keys) that appear in some lengthy item menus.

Many new particle effect instances added (monster swimming, traps, etc.).

Monsters will now get damaged (or healed) if they are standing/moving into fire.

Slimes can now split on all types of damage sources (including traps).

Monsters that heal from your attacks now heal based on the attack damage (instead of based on their max hp).

You can now extinguish fires over/on doodads by placing tiles (pile of sand, gravel, etc.).

The time has come, the long awaited major update is ready to test!Wayward has always needed help from the community to test, give feedback, and to fix any issues before a full public release. We are a small, part-time team and need all the help we can get! This time is no different, but especially so since there has been so many changes, additions, fixes, and more. Steam allows us to do this quite efficiently luckily.Don't let the giant changelog scare you! If you have already got your "fill" of 2.0 and want to help test 2.1, i'd say it's fairly stable to do so; however, I would always suggest keeping a back-up and export of all your important data and saves (mentioned in the guide below).There's many new systems presented in this update, so I would honestly recommend starting a new game, especially if you want to help balance the changes.If you want to learn on how to change your branch to the development build of the game, I recently made a guide here:Development Branch = Beta 2.1 (current pre-release version of it)Also available below: