WRT Update — Monday, June 15, 2026

🔑 Today’s Highlights

  • New “Rogue” job and “distraction” content arrive (experimental) — With a decoy that spawns a carcass zombies chomp down on when thrown, and a lure that draws zombies in by tossing meat, you can now play your way out of trouble without fighting.
  • Livestock care spun off into a new standalone feature, the “Base Manager” — Separated out so you can start raising animals from a nest box without having to capture them. Chicken husbandry is built out all the way to multi-stage growth plus an “out of feed” warning (experimental).
  • “Cooking” merged into the Nomad — The old “Waiter” job is consolidated into the Nomad. Active cooking appliances now get a dedicated “Cooking” tab, and a banquet table you set up to gather everyone around has been added.
  • Job crafting displays completely reorganized — WRT crafting stations now have tabs for all 16 jobs, sorted into three categories: legit, semi-legit, and illicit for easier browsing. Each job’s bundles have been greatly expanded, too.
  • Job armor contracts rebuilt into a “Broker” model + stabilized — Take jobs from a Broker NPC, then hunker down on-site to defend → complete it right there. Rolled out to all 16 jobs, with many bugs fixed.

✨ New Features & Changes

New Job: Rogue (Distraction / Experimental)

  • Throwable Decoy — When thrown, an animal carcass spawns and zombies chomp down on it. That gives you the opening to break away and reposition.
  • Luring BaitToss meat to draw zombies in and control where they go.
  • Both scale up along a T2–T6 tier ladder (higher tiers bring different animals and stronger draws). They’re made at the dedicated Rogue workbench.
  • Crafting them requires the Rogue armor set.

New Feature: Base Manager (Livestock Husbandry & Pets / Experimental)

  • The husbandry and pets that used to be part of the Hunter’s “domestication” have been split off into a standalone feature. You can now start raising animals just by placing a nest box, without capturing them.
  • A new Homesteader job bundle (nest box + Classic Survivor armor) has been added.

Major Update to Livestock Husbandry (Homesteader)

  • Feeding now works by holding a feeding shovel and right-clicking the animal in the nest box (consumes 1 feed).
  • As you raise an animal, you can see it moving around right there, and collect eggs, meat, and more from the nest/cage. After collecting, feed again to loop.
  • Any animal will rarely produce a young (in a basket), letting you grow your herd or livestock.
  • Wearing the full Classic Survivor set on a Blood Moon night triggers “Husbandry’s Protection,” and during that time you earn mastery tokens from the co-op (10 tokens = a medal → the title “Husbandry Master“).
  • Unlock progression reorganized: T2 is equipment (nest box, feeding shovel, feed), and animals start at T3 (T3 chicken, rabbit, boar / T4 snake, coyote, zombie vulture / T5 wolf, bear / T6 zombie dog). Pets unlock one tier above their corresponding animal.
  • The nest box’s appearance now looks like a beehive box.
  • Animal icons revamped into “dwelling” icons — Instead of sleeping-pose icons, they’re now easier to tell apart with a bird’s nest (chicken), doghouse (wolf / coyote / zombie dog), cage (rabbit, boar, bear, deer, mountain lion, etc.), and terrarium (snake). Along with this, the deer and mountain lion have been brought back (deer = co-op T3 / pet T4, mountain lion = co-op T5 / pet T6). With that, all animals are now unlockable.
  • Added “Husbandry: Mastery and Blood Moon” to the guidebook.

“Cooking” Merged into the Nomad

  • The old “Waiter” job has been retired, and crafting and placing cooking has been consolidated into the Nomad.
  • Added a dedicated “Cooking” tab to active cooking appliances (grill / stove / oven). Better appliances let you make deeper cooking.
  • Added a banquet table — Once placed, it hands out a “feast” effect to the surrounding area for about 10 minutes, then turns into empty plates. It’s a timed, single-use installation (it can’t be removed once placed).

Job Crafting Displays Completely Reorganized

  • WRT crafting stations have been organized into three category tabs: legit, semi-legit, and illicit, with tabs prepared for all 16 armor-set jobs.
  • Job bundles (open them for a dedicated armor box + dedicated workbench) have been greatly expanded — 66 semi-legit and illicit jobs, plus 54 for the 9 DLC-derived jobs newly added.
  • Each job’s workbench now uniformly unlocks at tier 2 of the armor set.

Job Armor Contracts Move to a “Broker (Frontline Defense)” Model

  • Rebuilt into a flow where you take a job from the Broker NPC’s job board → hunker down on-site to defend → complete it right there.
  • Rolled out to all 16 jobs (with quests and reward crates set up for each tier). It’s a race format where you succeed if you hold out within the time limit.
  • The Broker displays contract tickets grouped by job and also carries general goods (at travel prices). Reward crate icon colors have been unified under the tier color rule.

Scavenger Job Cleanup

  • While bringing the Scavenger up to the same level of polish as the Farmer job, the “corpse recovery” mechanic has been removed. Corpse-related content has been reorganized to be exclusive to corpse looting + the Primitive Survivor.

Display (HUD)

  • We’ve consolidated unread letter notifications into a single buff, now showing both the tier (letter type) and remaining time.

🔧 Fixes & Adjustments

  • Domestication (escort): Fixed a bug where escorts would attack the player, through repeated live testing (reverted to a native-compliant behavior template).
  • Frontline defense (Broker contracts): Fixed a batch of bugs including waves not spawning from T2 onward, reward armor rolling at low quality, the time limit falsely failing at long range, and buffs lingering on failure. Zombie difficulty is now tiered (T1 is gentle, T6 is brutal).
  • Decoy: Fixed bugs where the summoned carcass wouldn’t die / wouldn’t appear at all, so it now works reliably.
  • Domestication (vulture): Since the errors wouldn’t settle down, we’ve removed vulture taming (the husbandry pen is preserved).
  • Built out each job’s in-game guide / manual book / mastery to the same granularity as the farming guide.
  • Did some cleanup on notation (localization).

⏸ In Adjustment (Experimental)

  • Rogue (distraction) / Base Manager (husbandry & pets) / Nomad cooking / Broker-style job contracts are all experimental. We’ll keep adjusting based on how they actually feel in play.

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