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Direwolf 0.8.2 is live - And much more to come

After a long and bumpy road, we finally have a build ready for live play.

Might still be some snags and tweaks

We have grinded hard to abolish as many bugs we could solve, but there are probably still some we simply haven't discovered.

We will do our best over the next couple of months to stand ready to find and intercept any bugs that may arise.

There's still a lot of features coming, a lot of cards to be implemented and a lot of other good stuff on its way.

No beta passes revoked

It has become almost "business standard" that when a game goes live, all beta passes will be revoked, in order to create an early boost in sales. We love every single one of our testers, and would never take anything away from them that they helped create, shape and play, so if you got a beta key, you have full access to the retail game.

Frostveil Festival

Frostveil Festival is still going strong, and you can visit the Frostveil Page to receive daily gifts. We still have some yuletide surprises left to reveal, so stay tuned for more cards and mechanics.

Start growing the playerbase

Our next issue is the number of active players. We have abolished all streamer embargos and will start our marketing campaigns to grow our player base, so it will be easier to find someone to play with.

Future builds and features

We still have some solid features missing that will be arriving in future patches, like multi-language support, built-in voice chat, and custom card workshop. These are still on the table and will be implemented in future releases.

The Direwolf Legion campaign

if you are a streamer, curator or any other kind of influencer, and you want to be a part of our marketing campaign, you can sign up at https://direwolf.playerblaze.com for free review keys, giveaways, and other opportunities.

0.8.2 patch notes

+ The WITCH OF ENVY joins the game roster.
+ The CARPENTER joins the game roster.
+ The WOLF CUB joins the game roster.
+ The WILDLING joins the game roster.
+ The ONI joins the game roster.
+ The DRAKETAMER joins the game roster.

+ Added the option to create PRIVATE and SOLO lobbies.
+ Created offerings for ALL roles.

+ Shaved off almost an entire GB of memory consumption when running the game (Hoowee, was a tough one, but really helps)
+ Admiral no longer spawns if the game has no defenders.
+ Admiral not spawning with the Shaman has now been double-reinforced.
+ Fixed some broken checkmarks in the Dev Status board.
+ Configured an API call for daily active users.
+ Set up a mechanical counter to track Daily Active users.
+ Increased client loading time.
+ Fixed some texture loading issues.
+ Fixed ancient bug where the intro house could look like it was made of amber (cheers @Dum_pap )
+ Fixed some dice rolling formula stuff.
+ Optimized achievement loading.
+ Decklist can now search for cards or house rules in the deck.
+ Fixed issue where deck creators were all mentioned as "unknown"
+ "Decks made by friends" now handles if you made friends since you launched the client.
+ Reworked the role list.
+ Fixed some issues regarding victory tracking for chaotic roles.
+ Added lower-resolution versions of all card icons.
+ Fixed slow loading of the plague effect.
+ Fixed Poppet+Bard link issue.
+ Rephrased some leveling issues.
+ Added some audio settings for phase buildups.
+ Fixed issue where dice could be rolled when dead.
+ 12 cards are placed in the pipeline for the Frostveil Festival.
+ Audio buildup now stops if more time is added to around.
+ Increased detection of AFK players.
+ Fixed some broken achievements.
+ Fixed some visual bugs that could make it look like you lost all your gold.
+ Fixed a chest counting error.
+ Fixed some Radeon graphics card issues conflicting with the particle systems. If the client detects a conflicting graphics card, the particles will be deactivated.
+ AI can no longer dip into the hosts' abilities to detect player roles.
+ AI now panics less if only two players are nominated.
+ AI no longer freaks out if players abstain early in the game.
+ Fixed some issues with AIs loading while other players are connecting.
+ Using shift now adds stacks of cards, without closing the card picker.
+ Fixed some scaling issues with the player list.
+ Built a platform for streamers, YouTubers and reviewers.
+ Achievements now display related loot.
+ Fixed issue where Rangers freak out about Villagers ability selection. (will be visualized later)
+ Villagers and hunters aiming abilities are now considered "discrete" and does not trigger scout/barbarian/others.
+ The Mercenary has been rebranded as Barbarian, to fit his... aggressive behavior.
+ Tightened the claim system so sentences such as "I am important" don't register as an imp claim.
+ Mailed out and invited a whole lot of playtesters and curators to drop by.
+ Starting final launch prep (will drop one more patch with pure bugfixes before I launch)
+ Fixed some bugs that could cause different maps for players.
+ AI can now be goated into claiming.
+ AI has a stronger understanding of early/late claim strength.
+ Chaos AI is now stronger in deciding when to lie and when to tell the truth.
+ AI Wolf support roles will now more likely throw themselves under the bus to protect Wolf Attacker roles.
+ AI Shieldmaiden now has a better target finding.
+ AI Seer now has a better understanding of what the raven sees and does.
+ AI Raven can now take the heat off the seer, by claiming seer after a villager has been eliminated.
+ the Last issue no longer infuriates the AI Seer, that starts suspecting the confirmed raven because of counterclaims...
+ Added the card library to the main game, so players can look up cards.
+ Fixed some strange transparency issues on the Cathedral map.
+ Spawn restrictions are now shown in the card info page.
+ Claims now appear in the player list.
+ Fixed some Troublemaker and Poppet bugs.
+ Smoothed some audio effects.
+ New graphics for endgame modals.
+ Fixed bug where AIs would appear as white squares in the player list upon loading.
+ Made a nicer version of the treasure drop modal, with icons instead of raw text.
+ Clicking claims in the player list now open the info page for that claim.
+ Separated the plate mail shoulder armor from the rest of the armor.
+ Added some achievements and offerings.
+ Redesigned the riding hood cape to make it conflict less with other clothing. It's also Unisex now.
+ Fixed some card list headers on lower resolutions.
+ Fixed a lot of achievement typos.
+ Cards changing type during play now shows the change in the end game screen. Including Role tokens.
+ Landlords now receive a notification once they victory has been assured.
+ Gave the AI more options for dialogue.
+ Adjusted some card spawn rules for more balanced play.
+ Fixed bug that would cause AIs not to be correctly spawned, causing infinite loading time.
+ Fixed some issues with Steam Rich Presence.
+ Adjusted the role list to a better fit.
+ Written a new lobby note about few players.
+ Balanced the loot drop for more variety.
+ Fixed bug where a werewolf attack forwarded by a troll to a Lycan killed the Lycan, instead of converting it.
+ Ghasts attack that passes through a troll now also successfully converts.
+ Ensured that if a Changeling becomes a Ghast, he can immediately see existing Ghasts.
+ Cleaned up some news loading protocols.

Patch 0.8.0.12 - Stability and Prosperity

We have spent the last couple of days really grilling into fixing crashes and increasing the stability of the game, and I am happy to report that the number of crashes and bugs per session is steadily declining.

The following feats have been inserted in the game client, for both platforms:

+ Optimized client loading time.
+ Fixed three bugs that could cause crashes.
+ Fixed issue surrounding Scout and night zero.
+ Fixed issue where Berserker could not reselect his initial target.
+ Fixed issue where Oracle could not repick her initial target.
+ Added the ANY ROLE to the game roster.
+ Added the ANY WOLF to the game roster.
+ Fixed some strange lags during the countdown / card intro.
+ Fixed some memory and graphical leaks, causing framerate drops.
+ Added some filters to nickname selection to prevent broken names.
+ Fixed bug causing double-tagging when tagging players.
+ Fixed voucher code validator, so it doesn't say "Success" on broken codes.
+ Fixed glitch where the coin counter would suddenly return to zero.
+ Made a balance assistant script to look into randomized spawns.
+ Krampus no longer spawns in games without any Villagers.
+ Apprentice no longer spawns in games without any Town Investigators.
+ Fence no longer spawns in games without any Town Killers.
+ Hermit no longer spawns in games without any Town Survivors.
+ Hollow husk no longer spawns in games without any Wolf Attackers.
+ Fixed issue where house rule cards like Lost Tragedy would not properly implement.
+ Oracle now gets her results AFTER manipulators have a chance to affect the outcome.
+ Fixed issue where chat would not initially scroll downwards.
+ Captain and shieldmaiden abilities now correctly protect against Pumpkin King attacks.
+ A Blood Oak killing himself following a failed attack can now be saved with Boon of light or a town protective ability.
+ Fixed some framerate issues when rotating the camera in the cathedral.
+ Fixed old issue where cathedral pillars would crash into the HUD interface.
+ Pumpkin King will now only randomly spawn in games if the total player count is 10 or above.
+ Usurper will no longer randomly spawn as a sole member of the Chaos team.
+ Fixed death animation that could cause character to start floating.
+ AI now knows that just claiming "Any" or "Clone" is a bad move.
+ AI now understands that your claim could be from a randomized pool.
+ Changed sound design during voting counts.
+ A notification sound now plays with text highlight if someone mentions you.
+ Bots can now greet players directly when greeted themselves.
+ Bots now have to say they are bots if asked.
+ Taught the Wolf AI some new tricks.
+ AI Seers can now explain who they have checked
+ Added the PURITY filter to the game rules.
+ Scylla now only spawn in games with a Town Investigator.
+ Raven now demands both a Villager and a Seer before appearing.
+ Baroness and Imps only spawns in game with Town Investigators
+ Fixed broken Clone card spawner.
+ Tweaked the deck balance checker.
+ Fixed glitch that would cause offerings to disappear for no reason.
+ Optimized sunrise color animation.
+ Fixed issue where emotes would not let go.
+ Players can now unlock and put on a Robe and Wizard Hat.
+ Added audio notification when debate and nighttime ends.
+ Polished up framerate issues.
+ Fixed some glitches in the offering menus.
+ Reduced client bootup time.
+ Improved AI understanding of when blues lie in their claims.
+ Improved formulations of certain card short-descriptions.
+ Disabled sun transition effect for barebones quality setting.
+ Added a few cosmetics to the market rotation.
+ Fixed the pacing on a few death animations.
+ Tweaked the audio design even more for the voting.
+ Improved notifications surrounding recount vote rounds.
+ AI now has a better understanding of the Red Dawn night zero.
+ AI Wolves claiming to be Seer now has better tools for producing fake seer reports.
+ Improved visual effect for the Troll.
+ Fixed a lot, like A LOT of framerate leaking issues, improving overall performance.
+ Fixed issues regarding the loading indicator.
+ AI is now weary of Jesters and Poppets.
+ Implemented the Frostveil Festival page and music.
+ Fixed glitch where the game would just appear completely blank.
+ Fixed glitch where surplus cards would cause a game to wipe all players, and only play with the surplus cards.
+ Corrected Ignoble definition to Survivor on card.
+ Card shuffle animation now waits with the reveal till everyone has shuffled through.
+ Fixed effect of Divine Protection from the Guardian not appearing correctly.
+ Werebats now see Chaos Roles immediately at the start of the game.
+ AI now understands how the Blood Regime card works, and Wolf Supporter AIs will hunt if given the opportunity.
+ Changed the loading process so the game doesn't appear crashed at launched.
+ Adjusted the claim chat filter.
+ Added some nonowords to the identity filter.
+ Improved framerate of main menu and deck reveal.
+ Added some native NVidia support.
+ Fixed an issue where claiming an expired key would appear as "successful"
+ Fixed some issues with the treasure chests.
+ Increased the chance for cosmetics to appear in the Gold Market.
+ Fixed issue where the blue felt hat could not be equipped.
+ AI now also sees the Imp's evil aura effects, and understands what it means.
+ The end-of-phase chime has been softened.
+ If a player "snipe-nominates" another player within the last 10 seconds of a round, time is automatically added for everyone to react.
+ Fixed a bug where the jaw of a character would drop (part of the upcoming speak-animation and voicechat support) has been fixed, so they now close their mouth when not speaking.
+ Added some lore and mythology bits to the initial loading screen.
+ Altered the shader of the ingame cards and lobby cards to better support anti-aliasing.
+ Fixed some light-rendering issues for better NVIDIA support.
+ Improved refresh rate of new games detected while in the lobby.
+ Added the /dice command for players decision making.
+ Fixed some memory leaks that could cause serious leaks.
+ Fixed a bug where the cathedral floor plates would flake out in rendering.
+ Fixed missing frame from the Lycan card.
+ Fixed rendering issue with metallic textures.
+ AI has been given a better grip of the Lycan.
+ Added more lore to the loading screens.
+ Confirmed some crashes now fixed.
+ Added a couple of low-tier cosmetics.
+ Improved framerates on lower spec PCs.
+ Ensured longer lifetime on laptops running on battery power.
+ Polished up the supporter's crown.
+ Fixed some typos in lore and tips.
+ You can now dye Oleg's beard.
+ Added a stack of new achievements.

Deep breath; Deadline pushed again

Hey gang.

So, December first is tomorrow, and I am looking over the stability report of Direwolf, and oof... It gives me no pleasure to have to make this call, but I will have to add some time to the clock for the release.

A mix of me underestimating the amount of sneaky bugs vs. overestimating how quick I would recover from my sickness results in me not being able to ship a stable product tomorrow, at least not one that anyone would fully enjoy.

I can fully understand if people out there are annoyed with all these delays, it's getting close to a meme at this point, but I am not doing it to string anyone along or in any way "stall for attention".

I don't want to push the tempting button until I have confidence that the product attached to it is good enough.

So, the new date is December 13. Giving us a bonus 12 days of Christmas development.

And to ensure we can make it in those 12 days, here is what is put in place:

- All day will be development days. There will not be a day without at least a single patch.

- All builds will be multiplatform. We set up a seperate device for building the mac builds, so they will launch simultanious and never be out of sync.

- Gecko the dev now has 3 test devices, so he can sit and play with himself (insert all puns here) and better test builds before they go on air.

- I am bringing in some outside help to look through and if needed rewrite some of the more problematic areas.

- We are holding back all new implementations of new mechanics until the build is much more stable.

On the plus side:
- We sent our first donation today to the Colorado Wolf & Wildlife Center. It wasn't much (144 USD) but it feels amazing to be able to help them out.

- The client is growing strong every day with quality of life implementations.

- We will still be able to hold our Yuletide Seasonal Event, starting the 7th of December.

- We will host playtests not only every tuesday, but as often as possible. Stay tuned in discord to figure out when the next hosted playtest is.

Patch 0.7.10.4 live

At the moment we are holding back new cards and tokens to make sure the client is as stable as can be. But every testgame we host seems to be stronger than the last, so it feels as a good time for some patch notes :)

+ The CHAOS TOKEN enters the game roster.
+ ANY TOWN is now a playable token.
+ ANY TOWN SPECIALIST is now a playable token.
+ The TROLL enters the game roster (Chaotic Attacker)
+ The HUSK joins the game roster (Wolf Support).
+ The SCOUT enters the game roster (Town Investigator).
+ The WITCH OF LIGHT (town protector) joins the game roster. More witches will follow.

+ Fixed bug where hitting T would open chat regardless of your focal object.
+ Fixed bug where werewolf attacked almost always fails first night.
+ Bots now have a better understanding of Selkie and Shieldmaiden effects.
+ Fixed some deck loading issues.
+ Fixed a handful of minor UI bugs.
+ Increased chat scrollbar size.
+ Fixed some issues with scrollbar dragging.
+ New posts no longer force scroll the chat downwards, unless the chat is already at the bottom.
+ Added a instant-scroll-to-bottom button to chat.
+ Tweaked some AI voting behaviors.
+ Tweaked AI claiming behaviors.
+ Fixed bug where player placement in the circle suddenly was complete nonsense.
+ Fixed a bug that could cause the tutorial to freeze up.
+ Fixed player count leak bug in multiplayer.
+ The Cultist Hood now drops correctly from treasure chests, and can appear randomly on the market.
+ Cleared some memory issues in texture loading process.
+ Improved spam protection on treasure code claims.
+ Fixed issue that could cause the Shieldmaiden ability to never trigger.
+ Fixed issue between patron and the incubus.
+ Implemented leveling rewards on a handful of roles.
+ Added lore and player guide to the Seer.
+ Fixed collapsing lobby issue (a scary one indeed)
+ Fixed issue where dead players and spectators could ask for more time.
+ Asking for more time now shows player name, not account name.
+ Took some heavy swings at the "unknown player" issue, should be gone now but will need some testing.
+ Optimized a TON of render pipelines and shaders, improving the overall framerate.
+ Reworked lighting in multiple sets.
+ The BARD is back and reworked.
+ Fixed issue where Blood Oak would not trigger.
+ Issue with Seer responses not showing up in chat resolved.
+ Treasure chest opening flow optimized and sped up.
+ Fixed some memory leaks on deck creation.
+ Fixed some networking issues when host is transferred.
+ Fixed bug blocking customization of certain tutorial levels.
+ Fixed some "pink issues" for offering cards.
+ Abstaining before a recount no longer makes you lose your vote in the recount
+ Asking for more time shows ingame name, not user name
+ Dead people can no longer ask for more time.
+ Added some new offering for town investigators and town survivors.
+ Fixed some listing issues.
+ Separated the Clone into a new category, Special tokens.
+ Fixed issue where Blood Oak attacking a Ghast, the blood oak died. Now, the blood oak turns to a ghast and remains that way.
+ Fixed a lot of missing bardic songs.
+ Fixed bug that could cause doublespeak in chatroom.
+ Added a button for Discretion mode.
+ Krampus moved to quarrantine until he is confirmed repaired.
+ Game lobby now shows if you have more players than cards, by displaying small silhuette cardbacks as placeholders.
+ Chat font size can be adjusted in Settings > Interface.
+ Fixed issue where Concubine insists that there must be a Werewolf in the deck.
+ Fixed issue where only-wolf-support decks with a Blood Regime card was deemed as not playable.
+ Player count is now shown in ingame lobby.
+ Fixed issue where players could claim to be House Rule cards.
+ AI will no longer suspect players to be house rule cards... (Hurr durr...)
+ Fixed some bright pink backgrounds on certain loot cards.
+ Fixed issue with wrong wolf destinations for both bard and scout.
+ Added upcoming house rule card : Floodgates.
+ Added special event card : Pumpkin King.
+ Fixed issue where victorious ghasts were shown as not winning.
+ AI now has a understanding on how to use toothfairy nighttime ability.
+ The Direwolf enters the game roster (Wolf attack role)
+ Fixed a bug where disconnected players disappeared from the player list, making them impossible to nominate, report or kill...
+ Fixed strange bug where everyone suddenly was granted Hunter's killing powers...
+ Set up a system to handle Seasonal Events (Halloween will be far from the only one)
+ Set up our first seasonal event, All Hallows Eve.
+ Added some new candy offerings.
+ AI can now call out lies during the defense speech, if they are nominated too.
+ AI Seer no longer flips out when AI raven claims seer.
+ Cleared out a handful of lesser bugs.
+ Installed chat tabs, to make it easier to follow the game activities.
+ Fixed bug that could break the "Floodgates" house rule.
+ Fixed issue where card list would disappear during game countdown.
+ Fixed graphical glitch where edge of cards ingame made annoying lines down the screen.
+ Built 15 levels of role levelups for all roles.
+ Adjusted some previous levelling rewards to be more generous.
+ Remade the treasure tooltip to be less noisy.
+ Fixed broken textures on treasure chests.
+ Added new playable character, Elijah.
+ Changed the weather in the main menu to reflect the winter season.
+ Optimized some framerate issues during deck shuffling.
+ Cleaned out a lot of old experimental files.
+ All offerings are now tradable and marketable.
+ Fixed issues where the rule card Court of Tragedy would be dealt to a player.
+ Fixed some issues with the Karura ability
+ Fixed issue that caused the Mac build to crash on launch.
+ Fixed issue where multiple Seer feedbacks would collide.
+ Added late ranked Halloween deck.
+ Added visible player cap counts in matchmaking and player lists.
+ Improved refresh rate of games list.
+ With help, we added 40+ quests to the quest roster.
+ Added levelling trees and rewards to a couple of classes.
+ Fixed issue where players could get stuck in the play lobby.
+ Added more banned player names.
+ Fixed issues where player names would appear in role tooltips.
+ Fixed Plaguelord tooltip.
+ Fixed issue with passive AI Pumpkin King.
+ Fixed issue where temporarily blocked roles could still appear in games.
+ Fixed a few cosmetic issues surrounding Elijah.
+ Usurper has been reworked.
+ Werebat back online after some extensive rework.
+ Achievement lists on card details and in player profiles have been redesigned.
+ Handful of new offerings added to the game.
+ More backstories and player guides added to the client.
+ Fixed issue where changing roles would revert right back.
+ Upgraded the Plate armor outfit to a much more realistic depiction.
+ Fixed some memory bugs during area loading.
+ Tweaked the time sets in the different phases and time settings.
+ Oracle + Bard interactions fixed.
+ Bug causing Usurper to win too early fixed.
+ Any Town now contains the Villager.
+ Fixed bug that would reset the Kitsune targeting.

The last push : Release plans and v.0.8

Hello everyone. Sorry for not being so responsive as of late.

Last time I wrote, we were pushing the deadline 20 days. Sadly, due to Pneumonia, I lost 14 of them being sick, and still feeling the meds.

This means that I have in no way been able to make the final changes needed, and I can in no good conscience release the game as it is looking now.

Therefor, and this hurts, but I will be moving the launch to the 1st of December. This should give us enough time to finish up the game, deal with the most threatening bugs, and get things sorted.

During the month of December, we will also host a seasonal event, much like we tried during Halloween. This will mean special cards, random loot drops and general cozy times.

Tomorrow, I will be dropping version 0.8, which will have a solid list of fixes, tweaks and some very requested mechanics.

Sorry for delaying the game again, but thank you for sticking with it :)

From all of us here in the cold dark north, have a good one.