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Wobbledogs News

Patch v1.36

New Features:
  • Control Remapping: The main menu and the in-game menu now have a Controls window. You can use this window to view all the controls in the game, and remap them to whatever you want. These mappings automatically save/load, and are stored separately from your save files. Each control profile is tied to your Steam user account. If the game can't find your Steam user account, it'll save/load a control profile not tied to any specific account.

    I've tried to test the remapping options as best I can to make sure each command properly remaps, but there are a wide variety of devices and accessibility concerns out there and it's hard to anticipate them all. If you run into any issues with this feature, or if there's another setting you need that doesn't yet exist, let me know and I can try my best to look into it!


Game Adjustments:
  • The maximum number of heads per dog has been capped to 10. This is still a LOT of heads, and going beyond it is almost guaranteed to cause lag and physics hiccups. Since the head count gene was hidden for a long time, some users ended up with dogs with way more heads than they could ever hope to expect, and this is an attempt to reign things in a little bit.

  • You can now use ESC to close the popup that shows up when you click on the room cleaning button.


Bug Fixes:
  • Ghost dogs with multiple heads no longer sound quite as horrific.

  • I've enforced a minimum screen resolution, so if your game ever somehow gets stuck at an unplayable resolution like 1:1 or a resolution that's otherwise invalid, the game should now automatically resize itself at launch. In the past I've gotten a few sporadic bug reports about the game launching so tiny that the user couldn't click on or see anything, and this is an attempt to fix that. Multi-resolution support is still coming!

  • If you rotated an object left instead of right inside Placement Mode, it would become misaligned from the grid.

  • In Placement Mode, object footprint highlights would sometimes disappear when mousing over the UI.


Text Adjustments:
  • The "Colorful Dice" object has been renamed to "Colorful Die" to more accurately reflect its inherent sinister nature (and because "die" is singular).

Patch v1.35

Teeny hotfix patch!

Bug fixes:
  • The new mutation introduced in the previous patch did not display correctly on ghosts, so I wanted to address that as quick as I could. Should be fixed!
  • Attempt to fix a bug where when ghost dogs ate something, the object in question could sometimes escape the boundaries of their bellies and sort of orbit them. I believe this has to do with those objects getting eaten when they have an active velocity/angular velocity, so those now get zero'd out in this context.


It also seems, at least through seeing everyone's encounters thusfar, that the new mutation might be a bit more common than I meant it to be. I'll be taking a look at that this week and may also consider capping it, as some hand edited dogs especially are going a bit wild. The value will still be high enough to be fun, but I might want to spare your computers from accidentally spawning a dog with near-infinite extremities.

Patch v1.34

I'm putting the new mutation at the very bottom in case you wanna avoid "spoilers", but heads up that it's pretty rare and nothing in the game makes it easier right now, so it probably won't be super common!

Game Adjustments:
  • The tooltips when mousing over flora in the food dispenser menu now display the flora's effects (if discovered) instead of the flora's description.
  • Some slight performance improvements surrounding plants.
  • Some fairly drastic performance improvements surrounding loose physics objects in the event you don't have an active gravity machine. When this machine is active, a few of these improvements still apply but not the most major ones, as this machine requires some additional computation.
  • As a note, I'll be continuing to look at ways to increase performance going forward.


Audio:
  • Levitation now has audio associated with it!


Bug Fixes:
  • Petting sfx were not lowering properly with the sfx volume options menu setting, but should be now.
  • Petting squeak sfx on cocoons were way quieter than they should've been. They should now be in line with dog petting sfx.
  • Petting squeak sfx when using a gamepad would almost never trigger. They should play much more reasonably now.
  • The hunger need bar on the bottom of the screen was displaying the tooltip for stress instead of the tooltip for hunger. This has been fixed, and the hit detection on those icons has been adjusted so they're all easier to mouse over.


New Mutation:
  • Dogs can now have multiple heads! This mutation was tentatively in the game since launch but it had several issues and missing system hooks that meant it wasn't shippable. You may have noticed this trait going up during mutation but not doing anything. The genes were always present but not used, and now they are! I spent some time this week revisiting it and I believe it should now be stable enough and integrated enough for everyone to play around with! As a note, this mutation is fairly rare and no existing flora will make it more likely. Please do be aware that pushing this mutation to its extreme (usually with hand-edited/unstable dogs) will result in performance and stability loss just like with other extreme mutations. Additionally, the noises dogs with a ton of heads can make are sometimes a bit much!! I may look at toning these down in the future.

Patch v1.33

New Content:
  • Ghosts can now produce ectoplasm! This object comes with a new flora. How do they do it? You'll just have to play around with them a bit to find out!


Adjustments:
  • I went through and consolidated the names and related effects for all coloration-based mutations. They were not fully consistent in the past, but they should be now. This means a few of the effects have changed slightly.


Bug Fixes:
  • I discovered that flora mutations affecting dog coloration were not working as intended. They sort of worked, but not as accurately as they should've been, which meant a dog might never reach the actual color a flora was intending to drive them towards. The fixes in this update should make these flora mutations accurate.

  • Fix for an error that could sometimes pop up when an object gets deleted while a dog's holding onto it.

  • If you tried to hatch a cocoon while it was on the ground, it would very often spawn the open cocoon object underneath the floor. This should now be way less likely.

  • The bottom of a dog's name text in the lower left corner of the main UI should no longer get cut off.

  • A handful of fixes regarding dog spawning, specifically with ghosts. Because requests to spawn living dogs will always take precedence over requests to spawn ghosts, with the right timing it's still possible for ghost spawning particles/sounds to play without a ghost actually showing up, but the entire system is now more stable and issues stemming from it should be much less common than before.

  • A sound was supposed to trigger when entering Placement Mode, but wasn't. Now it does.

  • Objects placed in the front of the pen would block the Pen Edit button that showed up in Build Mode. These buttons should now always sort correctly.

  • The Placement Mode button in the lower right corner of the screen now disables itself when you're viewing the inside of a den. Previously it would be enabled but non-functional.

Patch v1.32

Bug fixes:
  • After the last patch I've been getting scattered reports of a softlock that can occur when hatching dogs. This has something to do with spawning in ghosts at very particular timings and I'm still looking into the original error that causes it, but I found an issue with the dog spawning system that causes softlocks 100% of the time if any error gets thrown at a certain point. This patch fixes that specific issue, which should stop this particular softlock from happening and will make this system more robust going forward.


Also, as of this build the Unity splash screen has been removed :o