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  • Mugetron

    Darkwood Beta 1.1 was released June 7th, 2017.


    • Fixed issue with savegames when you used a profile from a previous alpha to start a game from chapter 2.
    • Rotated some fences in the meadow hideout.
    • The padlock menu now pauses the game.
    • Removed "close" button from the padlock menu.
    • Added popup when you pick up a map for a location you already knew.
    • Fixed sounds being heard for a split second when exiting game / going to main menu.
    • Added a text and longer pause when healing the Chicken Lady's sister in Doctor's dream.
    • Fixed savage sometimes bugging out in the entrance to the Silent Forest.
    • Fixed shiny rock was sometimes creating pathfinding problems.
    • Added option to eat the dead rat without going to the inventory.
    • Fixed some mushrooms in chapter 1 being …

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  • Mugetron

    Beta 1.0

    June 6, 2017 by Mugetron

    Darkwood Beta 1.0 was released June 6th, 2017.


    • We're dropping 32-bit Linux support. I'm not sure if there is anyone out there affected by this change, as the Steam hardware survey does not even mention any 32-bit users out there. I'd like to support as much hardware as possible, unfortunately fighting memory issues on OSX and Linux has been a nightmare before each new version and has taken a considerable chunk of development time, which could have been used on adding cool new features instead. OSX and Linux builds will now be 64-bit, which will make for a more stable and better performing experience.
    • The journal has been cleaned up, and we've removed some of the unused tabs. We originally planned for the protagonist to keep track of the not…

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  • Mugetron

    Alpha 10.0 (+hotfix 4)

    March 25, 2017 by Mugetron

    Darkwood Alpha 10.0 was released March 25th, 2017.


    • Updated engine to Unity 5.5.2. Should help with performance and crashing on some hardware configurations.
    • The game will now run in a "high performance" mode if you have at least 4GB of RAM on Windows. This means that textures will not be loaded dynamically, which will help with stuttering during exploration.
    • Improvements to how audio is loaded, which also should help with stuttering.
    • The Radio Tower has been reworked, and it's underground is now accessible.
    • Added new locations, and added new stuff to some existing locations.
    • Added new dialogues for existing characters.
    • Reworked the transition area between chapters a bit.
    • Added a lot of new story items.
    • Added new journal entries.
    • Added remaining out…

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  • Mugetron

    Alpha 9.1

    January 5, 2017 by Mugetron

    Darkwood Alpha 9.1 was released January 5th, 2017.


    • Fixed frozen centipede in Swamp hideout.
    • Fixed redneck close to the shrine not running away. (needs new worldgen)
    • Fixed Musician and his infection wrongly positioned when in the Swamp hideout. (needs new worldgen)
    • Fixed incorrect Chomper behaviour in Hunter's cabin. (needs new worldgen)
    • Fixed incorrect colliders in the holes shortcut in the chapter 1 village. (needs new worldgen)
    • Fixed weird animal behaviour in chapter 1 village.
    • Fixed invisible cursor in the second part of Doctor's dream.
    • Fixed duplicate enemy sprites sometimes appearing on top of corpses.
    • Fixed blue tint from the signs on the ground and the darkness when entering the Musician's room in the Swamp hideout staying on the screen in …

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  • Mugetron

    Darkwood Alpha 9.0 was released December 21st, 2016.


    • The biggest addition are new outcomes for Wolfman, Musician, Doctor, Mutated Sow and chapter 1 villagers.
    • New dialogues for some NPCs.
    • New sounds.
    • If you load a save from a previous alpha which ended in chapter 2, you can start from chapter 2 with a random set of choices made in chapter 1.
    • Cursor now disappears during cutscenes and video transitions.
    • Mutated dogs have the ability to sniff you out.
    • New location in chapter 2 : the sawmill.
    • Knife is not repairable anymore.
    • Ambient light transitions smoothly now (it was most jarring when the night was ending).
    • Added journal entry when killing Doctor or Chicken Lady.
    • Added a option to eat the Mushroom Granny at any point.
    • Removed option to return to the…

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  • Crowborn

    A Busy Month

    October 29, 2016 by Crowborn

    It's been a crazy, active month since the release of Darkwood's Alpha 8, and with it came changes and improvements to the wiki! Here's a showcase of everything that has changed over the past weeks:

    • We have overpassed the 400 articles milestone! Thanks to everyone who made this possible :) Hard work was put by the community into updating the wiki with all of Alpha 8’s content.
    • The wiki has been accepted into Wikia's Community Spotlight! This means we follow all of Wikia's best practices, and will be featured on the lower "Other Wikias" internal ad!
    • The wiki now has a proper, custom display on mobile devices. Try it for yourself!
    • A major overhaul is being made on the classification of Locations, as the major/minor method is arbitrary and unhelpfu…
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  • Mugetron

    Darkwood Alpha 8.1 was released October 24th, 2016.


    • Loading times are shorter.
    • Added loading progress bar.
    • Changed rewards for completing Piotrek's quest.
    • Added new sprites for Mushroom Granny.
    • Increased quality of lantern light.
    • Nerfed bottle / broken glass.
    • Nerfed damage done to barricades by knife.
    • Added sound of burning infection.
    • Added some map icons.

    • Fixed events with a delay not being completed in very rare cases if you save and reload your game immediately after it fires. This happened very rarely, but could break the game.
    • Fixed many objects not saving correctly or being a bit different after being loaded.
    • Fixed many random small issues like some sounds not playing in rare cases.
    • Fixed dead enemies having their sprite duplicated.
    • Fixed Human S…


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  • Mugetron

    Darkwood Alpha 8 (+ hotfix 1)

    September 30, 2016 by Mugetron

    Darkwood Alpha 8 was released September 30th, 2016.


    • CHAPTER TWO! That's right, a whole new world for you to explore.
    • Chapter 1 is mostly the same, although it has been rebalanced somewhat.
    • Get ready to get your feet wet - a new Swamp biome!
    • Around a half a dozen of new NPCs!
    • New enemies, with more varied and advanced behaviour!
    • New traps, items and weapons!

    • Fixed time freeze when a generator runs out of juice.
    • Fixed the Doctor not having the underground key on him when you kill him if you surprise him in the train wreck. IF you already killed him, then just go and interact with the metal door in the underground tunnels, the key will spawn for you automagically. BTW, I was surprised how many of you killed him, you maniacs!!111
    • Fixed not being able …


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  • Mugetron

    Darkwood Alpha 7.2 was released March 16th, 2016.


    • Some furniture is now destructible!
    • In gamepad mode, selecting items is now easier. Furthermore, if you are not aiming anywhere, the nearest item close to you will be automatically selected.
    • The game now saves when entering a location outside of the forest, before a dream, and when starting the second part of the prologue.
    • Added Prologue and Chapter 1 messages.
    • You can now dodge when having any item equipped, not only melee weapons.
    • After a new day, a fullscreen message appears notifying about it, instead of a text message on the bottom of the screen.
    • A new enemy.
    • Added camera shake and some new doctor animations to prologue.
    • Updated flashing stamina bar when not having enough stamina to do somethi…

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  • Mugetron

    Darkwood Alpha 7.1

    February 12, 2016 by Mugetron

    Darkwood Alpha 7.1 was released January 22nd, 2016.


    • Updated Unity to latest version. This solved some issues, but also added a few bugs which are out of our hands for the moment, like some particles not displaying correctly.
    • Optimizations to stuttering for low-end hardware.
    • New location between the Dry Meadow and the Silent Forest.
    • The Dynamic Resolution option has been upgraded so the pixels don’t render incorrectly when in motion (thanks to Michał!).
    • New tree formations in some biomes.
    • Several changes to prologue.
    • Added map to train wreck in doctor’s house.
    • Changes to dog summon attack.
    • New animations for dogs.
    • Removed crows around dead animals.
    • Lantern has a bigger light radius.

    • Fixed getting immortality at certain point in game.
    • Fixed not getting …


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  • Mugetron

    Darkwood Alpha 7

    February 12, 2016 by Mugetron

    Darkwood Alpha 7 was released December 22nd, 2015.


    • The story progress through Chapter 1 has been overhauled. This resulted in a big amount of changes both small and large, but you will need to find most of them by yourself!
    • The Prologue has had some work done on it, and also has its own map.
    • Most of the dialogue for NPCs has been rewritten.
    • Lots of new journal entries, and all previous ones have also been rewritten.
    • In-game cutscenes!
    • Renamed the Meadow to the Dry Meadow, and Forest to the Silent Forest. We needed a solution for people who were having problems with finding the beginning locations (eg. looking for the Chicken Lady in the Meadow) as they did not know that these are two different biomes.
    • New enemies, new attacks and behaviours for …

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  • Mugetron

    Darkwood Alpha 6.1

    February 12, 2016 by Mugetron

    Darkwood Alpha 6.1 was released October 8th, 2015.


    • Darkwood now supports gamepads! Just press any button on your controller during gameplay to switch to gamepad mode, which has many changes compared to the mouse + keyboard scheme to make it easier to play.

    Please note that this feature is still experimental, and as we’re not really gamepad players, we’re looking for feedback on how to improve this mode!

    • A new difficulty mode! Instead of a permadeath switch when starting a new game, there are now three difficulties: Normal (the same as the non-permadeath mode), Hard (you have a limited number of lives), and Nightmare (the same as the previous permadeath mode).
    • Lights and your FOV are blurred (only on High FX settings).
    • The protagonist has been …

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  • Leo McCoy

    Darkwood Alpha 6

    August 10, 2015 by Leo McCoy

    Darkwood Alpha 6 was released August 10, 2015.


    • The well is gone! It may return in a different form in the future, but right now it was just too cumbersome and unintuitive as a mechanic.
    • Instead, ovens in hideouts now produce a special kind of gas, which protects you from the horrors that haunt the woods at night.
    • New skills, and a new Active Skills menu!
    • Added Dynamic Resolution to Video Options (default: on). This means that you will see the same view area around your character on all resolutions.
    • Added Hotbar Scroll to Control Options (default: on). You can now change your currently selected hotbar item with your mouse scrollbar.
    • Added info popups to some buttons in the main menu.
    • The big container in hideouts is now merged with the workbench f…

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  • Leo McCoy

    Darkwood Alpha 5

    June 12, 2015 by Leo McCoy

    Darkwood Alpha 5 was released June 12, 2015.


    • Fixed exploit for The Three and Mushroom Gift.
    • Fixed Mirror disappearing after the night.

    Generating a new world is required for some of these fixes to take effect!

    • Fixed a case where the burned cottage between the Meadow and Old Woods would be rotated incorrectly.
    • Fixed crafting requirements for high level workbenches.
    • Added workbench level cap.
    • Removed some repair kits from the game.
    • Added a few missing translations.
    • Added loot to a picture on the wall.
    • Fixed pigs in the pigshed being aggro to the player when attacked by villagers.
    • Fixed not being able to enter the journal when dreaming.
    • Fixed villager in pigsheds not doing any damage.
    • REMOVE KEBAB
    • Dogs are a bit relentless sometimes. Don't know why, so I t…


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  • Leo McCoy

    Darkwood Alpha 4.2

    April 12, 2015 by Leo McCoy

    Darkwood Alpha 4.2 was released April 10, 2015.


    • Added text during loading informing about the steep learning curve during alpha.
    • The ambient light at the beginning of the day is brighter.
    • Some minor improvements to AI during the night.
    • Some locations do not overlap each other as much. This helps with the problem of having poisonous mushrooms in places which should be safe. [Needs restart].

    • Fixed a rare case of a broken world and severe lag if you have generated and loaded several profiles without closing the game. [Needs restart]
    • Fixes for rare lag after dialogue and death. (Well, this is a blind fix as we cannot reproduce it, please let me know if this still happens)
    • Fixed one of the savages constantly screaming while chasing you.
    • Fixed having tw…


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  • Leo McCoy

    Darkwood Alpha 4.1

    April 2, 2015 by Leo McCoy

    Darkwood Alpha 4.1 was released April 1, 2015.


    • Fixed respawning in the same spot you died. For real this time!
    • Updated Steamworks.net, which fixes being unable to start the game on Linux for some.
    • Fixed save corruption if reloaded game directly after finishing prologue.
    • Fixed some instances where skipping a movie would cause graphical glitches.
    • I was unable to find the source for the lag some of you have been experiencing at random points, but I've made some adjustments which may help. We can't reproduce it here, so please let us know if you still experience it!

    • World generation is now up to 3 times faster. That's quicker than your average respawn time in Bloodborne!
    • Big performance boost for slower CPUs.
    • Big memory optimization. This NEEDS TO fix…


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  • Leo McCoy

    Darkwood Alpha 4

    March 13, 2015 by Leo McCoy

    Darkwood Alpha 4 was released March 13, 2015.


    Night gameplay is now controlled by a scenario & event system, which makes a lot of weird, awesome stuff happen. Some of that is stuff is random, some is a consequence to what you have done previously (or during the night). Some are basic and common, but there are also complex and unique ones. There are a limited number of events currently, but you can expect more in the future.

    Shadow creatures have been completely revamped. The "you need to be in the light after sundown or you die" mechanic has been scrapped (it sucked, sorry about that). You will still be visited by those creatures, but they're very different now.

    The Banshee has also been revamped, but I'm not going to spoil that for you.

    Mutate…


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  • Leo McCoy

    Darkwood Alpha 3.1

    January 10, 2015 by Leo McCoy

    Darkwood Alpha 3.1 was released January 9, 2015.


    • Shadows are less common and irritating. We will work to change them in the future, so they become awesome and scary instead of annoying.

    • Fixed respawning in the place where you died.
    • Fixed mushrooms sometimes not spawning during the night.
    • Pressing ESC after launching the game (when the AWS logo was presented) would cause some weird stuff to happen later. Why would you want skip it in the first place!?
    • The fuel efficiency perk no longer gives you unlimited gasoline.
    • Fixed a player respawn point being outside of the world borders, resulting in sometimes spawning in the void after death.
    • Fixed occasional random crashes during gameplay and when loading the game. There are still problems with crashing …


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  • Leo McCoy

    Darkwood Alpha 3

    December 19, 2014 by Leo McCoy

    Darkwood Alpha 3 was released December 19, 2014.


    From now on, dying means: dropping your inventory at the place you have been killed, and waking up somewhere in the biome where your current hideout is. This may sound easy, but in the later biomes returning to the place where you have died is sometimes very tricky.


    Mushrooms in the woods are more plentiful, but only certain rare kinds can be cooked for essence. This allows for bigger "trap" areas with a reward for successfully navigating them.

    Things that can be cooked will rot after a certain amount of time after they have been picked up. Where do you find essence, you ask? Well...


    During the night, you will not only see creatures, but also mutated plants. You will need to be on the lookout for…




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  • Leo McCoy

    Darkwood Alpha 2.1

    November 7, 2014 by Leo McCoy

    Darkwood Alpha 2.1 was released November 6, 2014.


    • Balanced loot / object spawns. Hopefully no more empty crates!
    • Balanced melee weapons in terms of durability drain and barricade damage. You can no longer destroy a barricade with a plank with nails :P
    • Balanced barricade damage for enemies.
    • Beartraps, mushrooms etc. no longer spawn in the middle of nowhere. Instead, they appear around trees like in previous versions.
    • The Saw eats less gasoline.
    • You can hold the Jump button to automatically jump over stuff, instead of having to press it when you get near something jumpable.
    • You can do the secondary attack while running.

    • Added missing Burned House map icon
    • Compressed more music. This may help those of you who have been experiencing out of memory crash…


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  • Leo McCoy

    Darkwood Alpha 2 hotfix 2

    November 2, 2014 by Leo McCoy

    Darkwood Alpha 2 hotfix 2 was released November 2, 2014.


    • It seems audio is sometimes not unloaded from memory. Compressed some of the music files and added some less elegant methods of unloading assets, resulting in slightly longer saving times, but the game should not crash anymore due to memory issues.
    • Fixed nasty bug where sometimes the pathfinding grid would get corrupted in a savegame, resulting in AI not being able to move after loading a game.
    Read more >
  • Leo McCoy

    Darkwood Alpha 2 hotfix 1

    October 31, 2014 by Leo McCoy

    Darkwood Alpha 2 hotfix 1 was released October 31, 2014.


    The update should not break your saves, although you might need to generate a new world for some of these fixes to be in effect:

    • Fixed crashing due to memory leaks.
    • Added back crows.
    • Fixed infections.
    • Fixed saw running forever.
    • Fixed black void areas around some borders.
    • Fixed characters not visiting at night after some time.
    • Added (experimental) support for 1280x720 resolution.
    • Fixed some save errors.

    The game will update automatically. You will still see "Alpha 2.0" in the corner.

    Read more >
  • Leo McCoy

    Darkwood Alpha 2

    October 31, 2014 by Leo McCoy

    Darkwood Alpha 2 was released October 30, 2014.


    We basically rewrote the whole world generation system. The main thing you will notice is that the biomes are now grouped together, and getting through to the next biome requires a trip through a “gate” location. Borders are much more interesting now, and aren’t only impenetrable walls.

    This system allows for a lot of new cool stuff. We’re tingling in excitement just thinking of the possibilities in future updates! For now, the benefits of this approach are mostly visible through better pacing (easier in the beginning, harder at the end of chapter 1), more rewarding exploration, more interesting navigation, and a better sense of progression.

    Even though we optimized the generation script quite a …


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  • Leo McCoy

    Alpha 2 is live!

    October 30, 2014 by Leo McCoy

    The promised Alpha 2 for Darkwood—a meaty 762.5 MB update—is now available. With the Alpha 2 the developers focused on an overhaul of their back-end system, but several new game features also made it in, such as a new world generation system and improvements to combat, alongside further optimization and bug fixes.

    Here is word directly from the developers:

    Rejoice, mortals! Alpha 2 is here, just in time for Halloween! With it, changes big and small!
    This update focuses mainly on a huge rewrite of some of our back-end systems, meaning they are now more optimized, less buggy and allow for some cool stuff to happen.
    Highlights
    Brand new world
    We basically rewrote the whole world generation system. The main thing you will notice is that the biomes …
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  • Leo McCoy

    Upcoming Features in Alpha 2

    September 17, 2014 by Leo McCoy

    Fresh news from the developers have arrived concerning the big changes planned in Alpha 2. Expect improvements in October to optimization, pacing and difficulty curve, Darkwood's wilderness, and combat. Here is word:

    I’ve been trying to write a post about our impressions from the alpha launch for quite some time now, but it’s proving pretty difficult as my thoughts go running all over the place, so in the meantime here’s a rundown on what we’re working on:
    Optimization
    Alpha 2 brings a remade inventory, world generation and culling systems. As cool as it may sound, these changes are unfortunately (apart from the world generation, which is detailed below) only visible in the back-end, namely in better stability, memory management, removed stut…
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  • Leo McCoy

    The Tabber Went Live

    September 5, 2014 by Leo McCoy

    Chances are high that if you are reading this, you are reading this through the "tabber" on the Darkwood Wiki front page. It is a neat, compact showcase that can display a large amount of content in different tabs if you click on them.

    So far, we have on offer the following categories:

    • Darkwood news: news bits about the game
    • Community news: news bits about what is going on in the community at Darkwood Wiki
    • Campaigns: announcement posts of all the Early Access campaigns we hold on the wiki and in which you can participate to further the actual development process of the game
    • Patch notes: the most recent Darkwood patch notes conveniently in one place
    • Forum: most recent forum activity

    As a result to having such a valuable extension, the staff is goi…

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  • Leo McCoy

    Plans for Alpha 2

    September 5, 2014 by Leo McCoy

    In a recent community announcement Acid Wizard Studio laid out their plans for what is next in store for Darkwood. Here is word:

    Dear mortals,
    We’ve been very busy after Darkwood’s launch, and released a few critical updates and hotfixes for most of the problems you’ve been having. We’ve also rested a bit after the pre-launch crunch time, watched a ton of Darkwood letsplays, hanged out in loads of streams, and read a lot of the suggestions you have been posting on the forums. We’re extremely excited about the reception of the alpha, but that’s a story for a different time.
    The important thing is, we can now begin working on the first major update for Darkwood. There have been many reports about optimization - sometimes you can run the game on …
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  • Leo McCoy

    Darkwood Alpha 1.3 hotfix 2

    September 4, 2014 by Leo McCoy

    Darkwood Alpha 1.3 hotfix 2 was released August 5, 2014.


    • You can now dismantle barricades which you have created, reclaiming some of the materials used.
    • Weapons are more durable now.
    • The plank with nails has a new default attack.
    • Time passes a little slower. 
    • Days are longer.
    • It's brighter during the day.
    • The player moves a little faster, and has a lower movement speed penalty when aiming weapons. Also, no speed penalty when out of stamina.
    • Enemies have less stamina, and are a bit less aggressive.
    • There is a new visitor during the night.
    • You can't brute force padlocks anymore (at least it's much harder).
    • Throwing a item (like the molotov cocktail) for a second time requires you to press the RMB again, to help prevent unintentionally dropping it.
    • More s…

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  • Leo McCoy

    Darkwood Alpha 1.2

    September 4, 2014 by Leo McCoy

    Darkwood Alpha 1.2 was released July 28, 2014.


    • Banshees aren't very friendly anymore.
    • The Well now heals you.
    • Added info about the stuff you lose after dying.
    • Added info about reloading flashlight.
    • Starting hideout now rotates randomly on new world.

    • Some optimizations for CPU.
    • Fixed false positive from some anti virus / anti malware apps on Darkwood.exe.
    • You can no longer exploit barricade components. If you did this before, you should be ashamed of yourself!
    • A "broken" flashlight can now be reloaded with batteries.
    • Fixed black screen on closing leveling menu.
    • Fixed black screen when traveling to a location outside of the normal world or dreaming / returning from dream.
    • Fixed invisible locations.
    • Musician's card can no longer be used as a repair kit.
    • Fix…


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  • Leo McCoy

    Darkwood Alpha 1.1

    September 4, 2014 by Leo McCoy

    Darkwood Alpha 1.1 was released on July 26, 2014.


    • Some new / modified sounds and music.
    • Modified the player's FOV blob a bit.
    • Some minor balance changes.
    • You can now... talk to yourself.

    • Fixed very trippy bug with a flying bed. Considering putting it back as a feature.
    • Locations should no longer randomly disappear. Sorry, this was not a feature :P EDIT: Apparently this still somethimes happens, sorry :(
    • Fixed trapdoor in prologue.
    • Fixed freezes in dialogue with the Chicken Lady and Wolf.
    • Fixed exploit with possibly unlocking a padlock without entering the correct combination.
    • Some combinations for padlocks were not generating randomly.
    • Fixed permanently pissing off the Chicken Lady after showing her a certain item.
    • Fixed disappearing item given by NPC'…


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  • Leo McCoy

    The itembox template has been successfully revised to version 2.0. If you will, go have a gander how it looks, and let us know any feedback or comments you might have on the new design.

    It now features a more compact, two-column style design, and can display the in-game value of an item, as well as its maximum number of stacks, if so desired. The Use category has now been merged into Notes since they both serve the same purpose, and Availability is now known as Location, as to be in line with the new Creaturebox template below. The Itembox template and its updated, extensive documentation can be found under Template:Itembox. (Thanks to wiki user DarkWolfInsanity for his idea and incentive to implement parameters for both value and stack.)

    As we hav…

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  • Tokipudi

    I already copied/paste what I found on steam, without the "useless" notes so it's only what changed etc...

    Here it is :


    Alpha 1.3

    Changes:

    - You can now dismantle barricades which you have created, reclaiming some of the materials used. - Weapons are more durable now. - The plank with nails has a new default attack. - Time passes a little slower.  - Days are longer. - It's brighter during the day. - The player moves a little faster, and has a lower movement speed penalty when aiming weapons. Also, no speed penalty when out of stamina. - Enemies have less stamina, and are a bit less aggressive. - There is a new visitor during the night. - You can't brute force padlocks anymore (at least it's much harder). - Throwing a item (like the molotov cocktail) for…


    Read more >
  • Leo McCoy

    Now that we have finished constructing our pretty infobox template, the individual item pages are getting a first make over. All the weapon pages have already received their new infobox (e.g. see Axe). Over the course of the coming week the itembox template will also come to all the items. We hope to further expand the template in the future.

    Read more >
  • Leo McCoy

    With Darkwood being in Early Access, the developers are always looking to make the game better. And we can help out too now! Every wiki contributor is invited to provide suggestions for naming the player skills in the game, which are currently still labelled with inconvienently lengthy phrases.

    Simply go to the Name the Skills campaign page and chip in your proposals. The campaign ends at the close of August.

    Read more >
  • KillerFRIEND

    Crafting / recipes

    August 12, 2014 by KillerFRIEND

    I have startet to edit two template "http://darkwood.wikia.com/wiki/Template:Infobox_consumable" and "http://darkwood.wikia.com/wiki/Template:Infobox_weapon". I will try to make them look better, but right now im just adding the recipes. That was it. Happy editing guys.

    Read more >
  • Leo McCoy

    Weapons and Items Pages

    August 11, 2014 by Leo McCoy

    I have started revising the catastrophic Items page, which is a huge undertaking in and of itself. As a first step, I have taken all the weapons from that page, and dedicated an own page to them, as Weapons are fairly rare items in the world of Darkwood.

    I also added a note to each of the pages (new template) that links back and forth between Items and Weapons.

    Needless to say, formatting underwent a drastic change from convoluted, hand-coded tables to plain unnumbered lists that are simple to edit for everyone.

    I have also added additional information in the form of whether a weapon is craftable and, in the case of firearms, which type of ammunition it requires. In that line, a number of page names for the weapons have also been properly ren…

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  • Leo McCoy

    Wiki Theme

    August 10, 2014 by Leo McCoy

    We have started polishing the way the wiki looks. It would all be done a lot quicker if the integrated Wikia Theme Designer wouldn't bug out every time we upload a custom image to it (it's a known issue apparently). So far, the new logo seems to finally have arrived at the server cache, and the palette colors for the theme are correctly set to what we want the site to look like (darkish, pleasing to the eye, in Darkwood tones). The only thing that is missing now is a new tiled image for the background that the theme designer yet refuse to apply to the final page. We're getting there!

    Read more >
  • Squilty

    ayy

    July 31, 2014 by Squilty

    I started to rip the game files, so I'm gonna mass upload textures for items, places, etc. That way we don't have to deal with low quality screenshots.

    There's also sounds, but I don't know how to upload those (there's tons).

    Read more >

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