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Patch v1.40

Plant Management:
  • You can now view all your seeds from inside of a new gardening tab in Placement Mode. From this tab, you can plant a seed anywhere in a room.
  • A new button has been added to the bottom-center console inside this mode. When clicked, it lets you enter "Pruning Mode", where you can click on plants individually to remove them directly.
  • You can now click on the ground and command a dog to dig at that specific location. This is intended to give you a more direct way to get dogs to dig up seeds and toys.
  • The seed packet drop rate has been increased a bit.


New Content/Behaviors:
  • I've added a new "Roll Over!" command. You can click on the active dog and command them to run it directly, and they may also do it on their own just for fun. Because of the diverse body shapes possible in this game not every dog will be able to do this successfully, nor will every dog be able to execute this complex maneuver every single time without fail. That said, it should be possible for a pretty wide range of doggy bodies!
  • A new object, the Doggy Bopper, has been added to the game. It's locked behind a new goal. The goal itself is easy to complete but a little bit hidden! I expect some of you to find it quick, but for those of you who might need a hint, it has to do with cocoons. Some of you who play around with cheat commands may have already stumbled onto this object in an incomplete form, but it had a few issues I needed to fix and some missing bits of functionality I had to add before it was ready for its debut.
  • You can now click on objects inside of a den and "Expel" them directly.


Graphical Adjustments:
  • The "drag" icon used in Placement and Construction mode got a slight facelift.

Patch v1.39.1

The patch earlier today inadvertently broke a few things. Dog cores would almost never memorialize, and dogs themselves were way less likely to dig holes or clear dirt patches. This was a result of the new bounding box changes. Containment checks that usually passed were failing, and I've given them more leeway. Sorry about that! I'll continue to monitor everything after this goes live, but I believe this should take care of all those lingering issues.

Check out the previous patch log for the larger changes!
https://steamcommunity.com/games/1424330/announcements/detail/2943652518574900071

Patch v1.39

Mostly a bug fix patch. I've got some more stuff in the pipe but I wanted to get these fixes out sooner rather than later!

Audio:
  • There's a new song that plays during placement and construction mode. It's really fun! I'll be updating the OST to include it later today. If you've already purchased the OST, you'll get this for free so don't worry.


Bug Fixes:
  • Text entry for the gravity machine was broken a few updates ago and I missed it in my text field sweep. It now works again.
  • If your game was running slowly, ghosts would sometimes spawn in underneath the stage and their portraits would often be misaligned as they sunk before generation completed. They should now spawn in correctly and generate normal portraits regardless of performance. The issue causing this is that ghost generation takes a few extra frames due to their material swaps (there's a good reason for that I promise), but they'd have their gravity enabled right before this step and on slower computers this would give them time to free fall a bit before their collision was set up.
  • Cocoons hatching from the floor should no longer spawn underneath the room they're inside of. There were two issues causing this. One was that room bounding boxes encompass their walls, meaning an object "inside" of the room could still technically be clipping into the room walls, and thus be forced outside of that room by the physics system. The second issue was that there were circumstances where the starting position for the open cocoon object could end up beneath the room it actually started in due to cocoon collision being turned off at hatch time to prevent physics issues. Both issues should now be mitigated.
  • I've added extra protection for save-time file corruption. This is still a very rare issue (most people never have to worry), and occurs without triggering any save/load errors so looking into it has been extremely difficult. The game now attempts to re-read the newly generated save file before overwriting your old save file in order to make sure it's not corrupted or filled with any invalid data. While this may result in situations where saving fails, it should remove any possibility of the game ever overwriting your valid save file with corrupt data. If you run into an issue where your game continuously fails to save, please reach out to me so I can look into the issue directly. I'm committed to continuing to follow up on this problem and making sure save issues are promptly wiped out.

Patch v1.38

Game Adjustments/Updates:
  • There are now more ways to categorize dogs inside of the Storage screen beyond just marking them as "favorite". Previously favorited dogs will still carry over to this new system under the same star symbol.

  • Going forward, dog codes will now contain trait information for the exported dog! All existing dog codes should still be backwards compatible (assuming they're valid codes to begin with) with this system, but will still only apply random traits to their dogs on import.

  • As dogs mutate, they will occasionally extend the sizes of certain genes resulting in increased maximum values for things like leg number, body size, etc. In the past these genes could only ever get bigger, meaning that over time dogs would naturally always trend towards the more extreme body types. I've introduced a change with this patch that means these genes can sometimes now shrink back as well. There's still a greater chance of increasing gene sizes than decreasing them, but this should mean that dogs don't just continue to get more extreme no matter what. You'll have to select for these traits a little more intentionally. I will be monitoring this change going forward to make sure it doesn't make it too hard to breed towards extreme body types. It's very easy to adjust this mutation rate or even remove this change entirely if needed.

  • The bottom left corner of the user interface now shows the active dog's age.

  • The game no longer lets you map the Interact command to the same button as the Close Menu or Cancel commands. If you've run into issues with this and need to reset your controls, please email me at [email protected] and I can help you out with that no problem!


Bug Fixes:
  • I was made aware of another way that manually edited dogs could break when generated, potentially resulting in soft locks or other bugs. This issue, stemming from invalid dominant/recessive genes, has been fixed going forward.

  • Dog names with the "^" symbol now correctly import/export.

  • Gut flora will now teleport back to their owning gut in the rare event they escape the gut boundaries.

  • Fixed an internal error related to dragging a newly rewarded toy out of your inventory.

  • Discovered that if you run through the tutorial more than once without closing the game in between, not all the variables reset properly, causing some undesired behavior and missing prompts. The tutorial should now properly wipe all its saved data and variable states between plays.

Patch v1.37

Bug Fixes:
  • While text entry was not universally broken, the latest patch did accidentally make it so that you specifically could not edit the text for memorials or dog lifespans. These fields should now once again work correctly. I've tested all the fields in the game, but if you still have issues please let me know and I'll dive in again!

  • While testing input fields I noticed that the game did not correctly handle letting you rename an in-world dog that was inside of a cocoon. This case is now handled properly.

  • When navigating the control remapping menu specifically from the title screen, you were not able to scroll the UI up/down while your mouse was over a button. This now works correctly.

  • If you were using a touch screen of any kind to navigate the game's menus, it was double-sending inputs after the latest update, which caused bugs in some circumstances. The specific report I got was about not being able to leave the breeding center or close certain menus, but there was potential for other bugs as well. These inputs are now only processed a single time, as expected, and so these devices should once again function the same way they did prior to the previous update.