Author Topic: Wayward (now at Beta 1.9.2)  (Read 7778 times)

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Wayward (now at Beta 1.9.2)
« on: September 23, 2013, 02:28:31 PM »
http://www.unlok.ca/category/wayward/

Quote
Description

Wayward is a turn-based, top-down, wilderness survival roguelike currently in beta.

In Wayward, there is a large focus on simulation, survival and openness. There are no classes; there are no levels. Progression of your character depends on individual skill and stat gains by your interactions with items or objects in the world. You are free to play and explore the game in any fashion you wish.

Wayward is available for Windows, Mac, Linux, all modern web browsers and on most tablet/mobile devices via their corresponding web browsers.

Stylistically, Wayward hearkens to a 16-bit aesthetic in graphics and in sound. Game mechanics wise, the game is similar to the Ultima series, more specifically, Ultima Online, with inspiration from other roguelikes and roguelikelikes such as Dwarf Fortress and Minecraft.

Wayward will continue to grow, expand, and evolve over time to open up new modes of play, add depth and complexity, add content, and further refine the systems presented. In this public beta, you are free to come a long for the ride as we try to make this game a truly unique experience through our iteration and through your feedback.
Current Beta Features

    5 distinct environment types to explore – all generated procedurally.
    Nearly 200 items to craft, discover and interact with.
    Around 20 nasty creatures and animals to combat and harvest.
    Sandbox game mechanics mixed with roguelike gameplay.
    Deep, multi-faceted skill system.
    Open-ended and open-world gameplay.
    10+ hours of content and gameplay before reaching the “end-game”.
    Day and night system.
    Preliminary modding support.
    Iterative game design and community feedback driven.

ARRP 2013

Quote
Wayward Beta 1.5 has been released! Dubbed “Watergate” after the controversy of the inclusion of thirst and water in the last update and a reference to the real-life scandal. Get it? It’s a pun… anyways… water and thirst is a lot easier in 1.5. How easier? Well, if you read the previously posted “On Thirst & Hydration” post, you can get an idea on what changed and why.

Besides the water and thirst changes, there’s lots of other changes, and I mean A LOT! Take a look at the changelog! There’s close to 70 changes there. Some of the best stuff is as follows:

    You no longer move to fire bows (yes, there’s more than one now!), instead, you can double click to fire them (provided you have the ammunition).
    Aberrant monsters now spawn (more at night/in caves/on treasure). They are doubly as strong (both defense/attack), always hostile, and can potentially drop rare items.
    Milestone system has been implemented. Special bonuses are given out on obtaining each one. More milestones will appear each release.
    Fixed a bug that always focused on the crafting filter when you opened the inventory window.
    The inventory now also has a filter option for name/group.
    A handful of new items have been introduced including a focus on Archery/Bowcrafting materials/weapons.
    You can now control + right click to attempt to drop all of the same type of items on the ground/container. You can also hold control while drag/dropping items for the same effect between containers/inventory.
    Ore veins now have the potential to be double the size.
    Items quickslotted will now re-quickslot on use if available from your inventory.
« Last Edit: August 31, 2014, 08:04:11 PM by getter77 »
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Wayward (now at Beta 1.6)
« Reply #1 on: December 07, 2013, 02:30:25 AM »
Beta v1.6 "Smooth Operator"

Quote
So let’s get this out of the way at the start:

Wayward has been greenlit on Steam! Thank you to everybody that helped this dream come true for Wayward. That’s good news. Even better news would be, say, the release of a new beta. Well, we have that for you too!

This has been one of the biggest releases to date in terms of improvements and fixes. Some of the coolest stuff form this beta includes:

    -New context/item menu implemented via single click on to item. The new item menu will feature all interactions that you can use the item for. This opens up lots of future possibilities. There’s only a couple of interactions right now, but expect to see more options soon!
    -Smooth movement has been added. This is disabled by default (for now).
    -Added a series of new milestones to unlock and discover. Milestones now save permanently, and each unlocked on start gives +1% to starting skill, and chance for more starting items. There is now “invisible” type milestones that reveal the progress, but not the name (the reverse of hidden milestones). Which milestones are hidden and invisible are now randomized on game start.
    -Fixed some errors when fighting bare-handed.
    -Containers are now left open when placing something inside/removing something.
    -Sandstone is now a rock-like item. Kilns now require a rock-like (instead of Sandstone, specifically). This is until the world map changes are in.
    -Resource gathering is now twice as fast; however, there is a larger wait between actions when you get item(s).
    -Using Remarkable, Exceptional and Legendary items in a craft now effect the chances of your craft also taking on these qualities. -Reduced chance of creating Remarkable items by default. You can now craft Remarkable/Exceptional items across everything (instead of just limited to equippables).
    -Starting items, resource gathering, monster loot, chest loot all now have a chance to be Remarkable (uncommon), Exceptional (rare) or even Legendary (very rare) items.
    -A few new unique creatures and tons of new items/crafts including some rare/special stuff. No spoilers!
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Wayward (now at Beta 1.7)
« Reply #2 on: February 16, 2014, 09:13:28 PM »
Beta v1.7
Quote
Refine/Define is the theme for this release. There’s tons of tweaks in beta 1.7! Hopefully lots of them are meaningful and noticeable. There’s some love in this release for both new players and old players alike. Hopefully we are getting close to a release which could be Early Access quality for a Steam release.

Some highlights in beta 1.7:

    Fixed a long standing bug that would cause the character to continue moving if focus of the tab/window was left while a key was being pressed (among other causes). This would routinely cause players to die as they would continue walking into monsters or getting hurt from stamina loss.
    Translation system implemented. Official translations will be coming later.
    Environmental items are now damaged when dug/carved back up. If they reach 0 durability, you can no longer use them in that context.
    Daily Challenge Mode added. Extremely difficult mode that is only for fun (or frustration) that changes each day. Does not effect your save.
    Removed all “Poor” items. They have been all renamed to match material descriptors instead of quality descriptors. Several minor recipe changes because of this.
    You can throw any item. The distance is dependant on the item’s weight and Throwing skill. The damage is dependant on the attack value of the item thrown, or the weight if the item has no attack value shown in the tool-tip. Some items can only be thrown if the player has the proper strength (based on item’s weight).
    Crafting order is now based on the order it appears in your inventory, equipment or quickslot (in that order). No longer just limited to just inventory items. The hover effect will now only show which items will be used in the craft.

Read more in the changelog:

Bug Fix

    Fixed a bug where clicking off and on a dialog when scrolled would reset the scroll bar position.
    Fixed a bug where ponds would spawn too close to the shore.
    Fixed several Internet Explorer 11 issues including not being able to click on HUD menus.
    Fixed a bug where quickslotted items would be removed on game load and be completely inaccessible.
    Fixed an issue where the numbers would disappear in quickslots in Firefox.
    A check under the player is now done on every turn (to check if there’s a fire under you).
    Fixed a bug where items would not decay properly on the ground.
    Fixed a bug where pouring water on a Lit Stone Water Still would cause it to disappear.
    Fixed a bug where “Remove All Data” did not remove Milestones or Crafts.
    Fixed some errors that may occur with containers on rare occasions.
    Shift + right click has been disabled in Firefox (causes context menu to display and traps “shift” as always on). Use alt instead in Firefox.
    Fixed an oversight that disallowed all touch events (this has been hot-fixed in beta 1.6).
    All aberrants now drop items. This also fixed the aberrant milestone not triggering.
    Fixed an error occurring when trying to light a fire with an empty container equipped.
    Fixed a bug where gathering would ignore the previous stack of tiles under it. For example, gathering a Stone Wall back into your inventory would always spawn dirt underneath even if you placed other terrain types under it previously.
    “Save and Exit” removed for Firefox. Firefox does not support exiting a tab/window without native browser input.
    Fixed “00″ score bug when dying on no/low score. Score formula slight change (no longer counts number of treasures).
    Fixed several errors and oversights relating to treasure items and travelling home (would not always count the proper amount). Removed all treasure finding messages.
    Equipped containers no longer get damaged (preventing several errors and unintended consequences).
    Fixed a bug that would slightly resize/move each dialog on each load.
    Fixed a long standing bug that would cause the character to continue moving if focus of the tab/window was left while a key was being pressed (among other causes). This would routinely cause players to die as they would continue walking into monsters or getting hurt from stamina loss.

Improvement/Change

    Players now start with the knowledge on how to build both Stone Water Stills and Solar Stills.
    Stone Water Still now requires rock-likes instead of Large Rocks.
    Repairing now reduces maximum durability by 1/3 instead of 1/2.
    Default item durability has been increased by one.
    Doubled durability bonus on Remarkable/Exceptional/Legendary (tripled).
    Stone Walls now require Large Rocks for crafting.
    Lockpicking, opening bottles, using a Spyglass/Sundial, and using any edible/healing/curing items now all pass a turn.
    Environmental items are now damaged when dug/carved back up. If they reach 0 durability, you can no longer use them in that context.
    Pressing ESC while in the inventory/crafting filter will now clear and un-focus it.
    Waterskin now requires less skill to create.
    It now takes a less fuel/stoking to make a fire “raging”.
    Fresh water now has a very rare chance to spawn around mountainous terrain.
    Health now regenerates slower by default.
    Durability of items used in craft now effects the durability of the crafted item now.
    You now start with some randomization starting pools of stamina/hunger/thirst/health. This effect is doubled for Daily Challenge Mode.
    Food now generally decays a bit faster across the board. Hunger rate increased a small amount.
    Facing a fire while resting will now provide bonuses to regenerative effects and duration.
    Higher tiered monsters will now attack a bit harder.
    Spear attack values lowered across all tiers.
    Lowered Living Mushroom spawn chance.
    Cover art now supports resolutions above 1920×1080.
    All randomness in the game is now based on your seed. Will come in next version as implementing causes world generation changes.
    You can now quickslot every item. If there is no uses/actions available, it will default to being thrown.
    Crafting order is now based on the order it appears in your inventory, equipment or quickslot (in that order). No longer just limited to just inventory items. The hover effect will now only show which items will be used in the craft.
    Equipment/crafting dialogs have been separated from the inventory. New hotkeys added for equipment (E), and crafting (C). Skill hotkey is now X.
    As with any release, there’s been several performance improvements.
    Several HUD and GUI improvements including a fix to opacity contrast on some transparent elements. The HUD/GUI is still a work in progress.
    The main menu is now used when starting a game. This will allow new game-modes and other options.
    Plants that are planted are not automatically non-fertile.
    Removed all “Poor” items. They have been all renamed to match material descriptors instead of quality descriptors. Several minor recipe changes because of this.
    “Dump” action changed to “Set Down”.
    Better positioning added for item menus near the right or bottom edge of the screen – mouse cursor should now always be positioned within them.
    There is now no maximum size for dialogs. Make them as big as you want! The minimum height has also been decreased.
    The minimap converts to a smaller version when screen is smaller in width (previously would only occur on a small screen height).
    The Steam Greenlight badge has been removed.
    Traps now do more damage dependent on skill.
    Monsters will no longer spawn on any player made tiles/flooring.
    Some monsters are now limited to what type of environment or tile they can spawn on or near.
    Bears can now swim.
    You can no longer move while game menu is opened.
    Opening the main game menu will now closes any open item menus.

New

    New batch of Milestones added.
    Translation system implemented. Official translations will be coming later.
    Daily Challenge Mode added. Extremely difficult mode that is only for fun (or frustration) that changes each day. Does not effect your save.
    New “water” sound.
    New item menu commands available: Add to Quickslot, Remove from Quickslot, Drop All, Drop in Opened Container, Drop All in Opened Container, Remove from Container, Remove All from Container.
    There is now an auto save that happens every 5000 turns in case of crash.
    You can throw any item. The distance is dependant on the item’s weight and Throwing skill. The damage is dependant on the attack value of the item thrown, or the weight if the item has no attack value shown in the tool-tip. Some items can only be thrown if the player has the proper strength (based on item’s weight).
    There’s a variety of new resting items and changes to the current Leaf Bedroll for balance. There’s a few other surprises as well.
    There is new status effect called “Burning Pain”.
    Zoom in/out options added to the options menu.

Developer/Technical

    Seeds are now defined with a base (for map generation) and a saved to continue the seed on game loads.
    ?convert-save can now be used in the URL to force a save conversion. Useful for in-development versions.
    Uses are now defined in an array. No more “use/secondaryuse”. onUse also added as an object to define effects for each use.
    “tile” removed from all item naming conventions to be more consistent with the item name.
    Monster spawning definitions (such as the new spawnTiles/spawnTalent) are now defined in with the rest of monster data (npcs) to be modified/dynamically altered during gameplay.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Wayward (now at Beta 1.9)
« Reply #3 on: June 14, 2014, 08:56:13 PM »
Beta v1.9

Quote
Life’s been busy, but thanks for sticking around. Beta 1.9 has been released and it’s full of all of our great Weekly changes as well as a giant list of other things. Some of the more exciting things include vulnerabilities and resistances being revealed in combat, a fix to that annoying invisible rotten meat bug, a couple new survival food items, and being able to change directions while moving with your mouse without needing to de-click and changing directions. That’s just scratching the surface though, make sure to read below.

Just like beta 1.8 previously, 1.9 contains all the fixes/changes/additions from the intermediary versions and some brand new stuff as well, this time quite a lot. You can expect everything from 1.8.1-1.8.6 and the following:

Bugs

Fixed a bug where:

    De-spawning would stop to function properly after awhile in a game/session.
    Using quick-slotted items with hotkeys would bypass sling/bow equip restrictions and cause containers not to work.
    Quickslotted items would not restock if thrown from the item menu.
    0 durability items being blocked from crafting if they were just required (and not consumed).
    Dying while rafting would cause the player to become stuck on respawn.
    Invisible rotten meat would keep spawning in a player’s inventory if they had some meat with a 0 decay in the first spot of a container, in the first spot of their inventory. You can see how this one was hard to track down!
    Filters would not work in Safari.
    Items would disappear if you tried to use “Drop (All) In Opened Container” when not facing the chest.
    Closing a container with the “X” would not actually close the container via game logic, possibly causing some container errors.
    Fists and throwing items with no damage type would result in no vulnerabilities and resistances being applied.
    Players could get different items back after they just placed a tile. For example, getting shale from a pile of gravel they just placed down.

Improvements/Changes

    Randomized events will now happen more frequently.
    Acceleration on movement slowed down on turning to produce more accurate facing movements.
    Slowed down monster de-spawn a bit (although, it’s much faster than before due to a bug fix).
    Items you cannot craft are displayed with a red border instead of a very low opacity.
    If a container breaks from throwing, the items inside now scatter around the point of impact.
    Decreased the durability on branches, bones, and wooden poles to promote crafting of higher tiered items for gathering/fighting.
    You can now turn while moving with your mouse and holding down, instead of having to de-click, and then changing directions.
    Increased vine whip durability.
    “A Spear” is now “A Stone Spear”.
    You now always have a chance at doing at least 1 damage to a creature.
    Resists and vulnerabilities re-balanced across all creatures.
    Fixed some grammar issues with combat messages.

New

    A couple new survival food related items added.
    Added a couple missing translation texts including recipe skill, equipment type, damage types, and dialog titles.
    A pick-up option was added to the action menu for doors.
    Inspecting an aberrant monster will now reveal it’s abnormal.
    Combat messages will now reveal effectiveness of what you are using to damage a creature.
    New fancy webkit-only scroll bars!

Developer/Technical

    Item CSS is now generated dynamically instead of via CSS. This will improve modibility and changing of items on the fly.


beta v1.8

Some of the best stuff includes:

    Fixed a bug where Legendaries were not giving skill bonuses.
    Tiles now also save durability between uses. This will make more sense moving forward when some monsters can perhaps break down walls?
    Resource tiles are now physically spawned, rather than items simply spawning on top of them. This will give a large performance boost as well as reduce save file space by 40%+ on new saves. Unfortunately most of this will only apply to newer saves.
    Resource tiles now appear visibly different on the minimap, and are visibly different even outside line of sight.
    Tons of HUD/GUI design changes and bug fixes.
    Lots of performance improvements (especially to the offline version).
    A brand new creature! Along with some graphical improvements to all enemies.
    Fixed a bug where Solar Stills and Stone Water Stills recipes would duplicate in crafting dialog.
    english.js (translation file) now reveals when changes are made to the file to keep your translation up to date easier (Removed/Added/Edited with version information).
    Tons of other fixes and improvements/balance changes. See the changelog for more details.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Wayward (now at Beta 1.9.1)
« Reply #4 on: July 13, 2014, 07:58:09 PM »
Beta v1.9.1

Quote
This month we have another significant patch to the beta 1.9 series. I think there will be another couple of these as we continue patching and adding new features up until the bigger/huge changes coming up in beta 2.0. This one includes the long awaited inclusion of chicken farming. It’s a bit rudimentary at the moment, but some simulation is there in terms of hatching and egg laying. Eventually, we will see this applied to other animals as well as adding young and male/female counterparts for increased depth and simulation.

Those players also being annoyed at the outdated and messy wiki can now rejoice and take a gander at the brand new documentation that will automatically update as Wayward does. As always, read all the changes below:

Bugs

Fixed a bug where:

    Multiple errors could be triggered when using a container that was in the first slot in your inventory.
    A typo that caused some creatures not being able to spawn on shallow sea water.
    Plant Roots was spelled “plant Roots”.
    Fire decay rate status was not being calculated per type, so furnaces for example would always be raging to start and last for a long time. The message is now more accurate.
    You could duplicate items by holding an item in your cursor and picking an item up.
    Sounds would sometimes not play properly in the offline, downloadable version.

Improvements/Changes

    Decode verbiage changed to make more sense with gather treasure changes.
    Aberrant Living Mushrooms now drop/carve into Red Mushrooms instead of the normal white mushrooms.
    Living Mushrooms no longer bleed.
    Removed attack from actions as it caused issues with timing/turns and there’s no option to disable auto attack anyway, so it was confusing/unnecessary.
    The Bull Boat no longer requires treasure, and no longer has a “win” state applied to it – it can now simply be used to travel to a new world.
    A new, more advanced boat has been included to replace the old Bull Boat’s functionality.
    Ammo and fire consumables (tinder, kindling, etc.) will now be checked throughout all containers in player’s inventory, not just those that are equipped.
    Chickens now longer spawn by default, they have been added to a higher tier.
    The container menu/window will now display the name of the container that is currently open.
    Slowed down plant spreading chance by around 75%.
    Speed up fire spreading chance by around 25%.
    Blood removal now has a custom message and no longer loops as a second action.
    Plants may now randomly, and rarely spontaneously grow (not just from spreading from another as previous).
    Performance of the offline, downloadable version should be improved a bit.

New

    Complete documentation and hint/help guide added. Caution: heavy spoilers! Let me know if you can see any improvements to be made on this.
    Added unique corpses to aberrant creatures.
    A few new items and item uses added.
    Eggs have been added and can now hatch into chickens, or be laid by chickens.
    Help and donation buttons added to the main menu.

Developer/Technical

    spawnMonster now has an extra parameter for forcing aberrant status.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Wayward (now at Beta 1.9.2)
« Reply #5 on: August 31, 2014, 08:05:08 PM »
Beta v1.9.2

Quote
In 1.9.2 we are seeing a deepening of the combat system and potential strategies in regards to armor having different resistances and vulnerabilities. This follows the same model as damage types for your weapons against monsters; now monsters also have a damage type or types against you and your equipment. Combat messages will reveal if you are properly equipped to take on each foe, just like in the last version where it displayed if your weaponry was effective against them.

This will most likely be the end of the line release before beta 2.0, which will ideally see the long-awaited Steam release. There’s still a lot of things up in the air about that, so I can’t reveal or comment on too much of it.

Bugs

Fixed a bug where:

    The offline/downloadable clients would not allow mods to be loaded (node-webkit issue).
    Quality of tiles did not transfer between setting down and digging/gathering them back up.
    Slime Gelatin would decay into Rotten Meat.
    Magical “Essense” typo fix.
    Attack and defense values would not be updated after an un-equip.
    When attacking a creature, you will no longer also pick up items from under it in the same turn.

Improvements/Changes

    Water routing ability (digging adjacent to water) and chances now depend on how much water you are trying to route and dig from. If the pool of water tiles is too low, it will not be able to spread naturally; however, above that, the chance for water to route is based on the amount of water tiles in the pool. The more water, the easier the water is to route.
    There is now a 32 and 64 bit versus for the offline OS X version of Wayward (previously only 32-bit).
    Fixed the tile/world perspectives on Forge and Anvil and Wooden Chest and a few other miscellaneous graphic edits.

Armor now has specific vulnerabilities and resistances and monsters now have damage types to be used in conjunction.

Armor Resistances/Vulnerabilities

Attack and defense labels now have hover-over information which includes a more in-depth break down of damage types, resistances, vulnerabilities and skill bonuses for each.

New Defense/Attack Hovers

Transmogrify, Repair, Reinforce, and the new “Preserve” now show up in each item menu to specifically perform item on item action instead of having to drop the item on the ground to perform the actions.

New Menu Item Actions
New

    A new “Preserve” ability has been added to be used on extended the life of foods.
    A few new items including a unique, rare weapon and a new resource (and tile).
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training