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Wolflord - Werewolf Online News

Dev update : Down with the sickness

Hello everyone, and sorry for not writing for a while. I have had a massive case of health issues thrown upon me the last dozen days, and have been unable to update the game and host playtests. And for that, I apologize for leaving people in the dark.

The good news, however, is that tomorrow I should be cleared to return to my workstation, and get right back on testing and developing Direwolf.

This experience really shows how fragile a project can be when you're a solo developer, and I will soon be posting a job listing for a gamemaster/test organizer, to get some assistance on this project.

The silver lining is that the artists to the project now have delicious works ready for a solid amount of cards, plus the cards we were unable to launch during the Halloween event.

Rest assured, I will find a way to make up for the time lost and get the project back on track. Starting tomorrow, I will be back at my codestation (and Discord) and ready to put out a solid new patch.

Until then, thank you for your patience, and I hope to see you all during our next play session.

New release date, Halloween event and bug-crunching

Greetings everyone.

So, it has been some tough weeks, and I feel like a developer update is in order.

First off, a great big thank you to everyone joining our growing community. I am over the moon that people want to join us at this stage in the process.

The client is getting stronger by the day, and dusins of bugs gets discovered and crushed daily, which is awesome.

However, due to a number of distractions, scheduling conflicts and just pure bad luck, I am sadly way behind on the roadmap of what should be implemented before launch.

People have been patiently waiting for this game to have its release, but looking at the board of bugs and balancing it with the time we have left, I simply feel that rushing this lap would be taking a huge risk of the stability of the game.

That is why we are pushing the public release date 3 weeks ahead. Enough time to give this game the full attention it deserves, and to be able to put out a polished and enjoyable product on launch, where you don't have to fear falling rocks every time you press a button.

The new release date is : 21st of November 2019.

This project has been delayed a lot, and now I am delaying it again. I apologize for the delay, but I think everyone will be happier to know that once the Early Access label is off, you can jump into the game and enjoy the pure experience without staring at developer consoles and glitchy components.

That being said, Halloween is still a special time for us, and after talking with Steam, we made out a sweet deal.

We are hosting our own little Halloween Festival ingame, starting tonight the 28th of October, and running until Nov 8, 2019 10:00am CEST.

During the Halloween event, we will be dropping random loot, have a special spooktacular ingame store, and unveil at least one new card for each day of the event, each with their own monstrous theme.

This will merge with the Steam Halloween event, and we will have some crossover palooza and some great sales for you in this period.

We will of course not be slacking on the actual bughunting, and the version 0.7.8.4 will drop tonight with a load of bugfixes, features and neat little things.

We will still be hosting regular test games, and our community is slowly growing to a size where you with a portion of luck can find people to play with at our Discord channel.

Patch 0.7.8 : Boils and Trouble Patch



Phew, quite a week of bugcatching, and we have one hell of a week ahead of us. The player base is slowly growing, and we now also are getting the attention of streamers and youtubers, which is nice (although also quite nervewrecking)

Theres still a long way ahead, especially on the UI and server stability part, but we are getting there, one step at a time.

NEW CARDS:
+ The TROLL enters the game roster (Chaotic Attacker)
+ 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.
+ New token : Public random wolf
+ New token : Public town defender
+ New token : Public chaos

NEW FANCY STUFF:
+ Added activity log to player tooltips.
+ The Cathedral location is now an option.
+ Hosts can now kick human players.
+ Reworked the voting flow.
+ First experiments with alternative card skins are in place.
+ Improved AI suspicion system.

OTHER IMPROVEMENTS:
+ Syncing the OSX version with the Windows version.
+ Fixed some issues related to game creation, that could seriously break some games.
+ Fixed some reconnection issues, where rejoined players would appear dead.
+ Fixed Ai using abilities when they can't.
+ Bruisers will no longer spawn in decks without Villagers.
+ Role list can now be clicked to investigate displayed card.
+ New soundtracks added to the tavern, to give it a more distinct feel.
+ Safety measures implemented to help resolve the dreaded numbers bug.
+ Fixed some missing card headers.
+ Player list is now shuffled for each match.
+ Fixed issue where aliases could glitch out.
+ Fixed issue where half the players had a timer, and the other half didnt...
+ Lobby deck list can now be clicked to investigate.
+ Cleaned out some memory issues, freeing up more CPU space when calculating AI actions.
+ Added better flow for the triggering of the Poppet ability.
+ Forbidding bots from voting on a revote, until the vote count has been announced.
+ Wolf hunt now ends in a conclusion about what happens.
+ The AI has been educated on how the Plaguelord works.
+ Added loot drops for Riding Hood
+ Added loot drops for Prince
+ Deck balancing utility is now in the game client.
+ Fixed some role list sorting issues.
+ Added some additional offerings.
+ Fixed some UI placement issues.
+ Fixed some issues related to avatar loading.
+ Reworked some UI frameworks.
+ Added a couple of cosmetic items to the pool.
+ In the lobby, your player character can now be rotated by dragging the mouse.
+ Fixed some issues with the player activity logging.
+ Added microphone settings in preparation for voice-managed games.
+ Fixed issue where illegal characters in player names could break the lobby.
+ Fixed some issues causing broken tutorial levels.
+ Cleaned up some werewolf AI issues.
+ Dashes (-) are now allowed in player names. (hope this cheers @Dum_pap )
+ Fixed a bug surrounding players leaving, which caused crashes.
+ Fixed bug where seer results were not written in chat.
+ Fixed issue where scout results did not trigger.
+ Added some levelling rewards and offering items.
+ Fixed exploit where players could figure out other players real identities behind the aliases.
+ Fixed bug preventing hosts to kick bots (cheers @Nymirii )
+ Hosts can now kick human players.
+ Added four unique soundtracks to the cathedral stage.
+ Fixed some lighting issues.
+ Fixed some player tagging issues.
+ To fix the player/number tagging problems, tagging players in text is now done by writing their player number with a "p" in front of it, so "p10" to tag player ten ect.
+ The pregame lobby screen is now optimized for various monitor resolutions.
+ AI is now better at picking up player claims
+ Claims now visualized in the player board.
+ Fixed some legacy bugs surrounding the player board and Discretion Mode.
+ AI now understands that one card can turn into other cards, and that cards like Unsung Hero arent' ment as specific cards.
+ AI will stop distrusting itself, nor will it start to compliment itself out of thin air.
+ Fixed a bug causing a broken deck editor.
+ The Scout has been adjusted for balance purposes.
+ Fixed tutorial message, saying simply silly things.
+ Tutorial messages no longer collide with chat log.
+ Fixed some claiming mechanics.
+ Fixed player names accidentally appearing.
+ Added some levelling rewards.
+ Fixed some shader bugs in the cathedral.
+ Fixed tooltip areas that was colliding in player listings.
+ Fixed vote logs that kept saying "Voted for ..." even though the vote was over.
+ Fixed stacking claims in player log.
+ Chat input is now more "sticky", so you don't have to reenable it when you post something.
+ Improved some spam filters.
+ Fixed issue with scandinavian characters in player names.
+ Tweaked the Seer Tutorial a bit.
+ Gold distribution per game adjusted slightly.

Week 40 - Haunted Woods Patch

NEW CARDS:
+ The BLOOD OAK joins the game roster. (Chaos Killer/Survivor).
+ The SHAMAN joins the game roster (Town defender).
+ The CLONE TOKEN enters the game roster.
+ The PUBLIC CHAOS TOKEN enters the game roster.

BIG CHANGES:
+ QUICK PLAY: Queue up to join the next public match. If enough players are in the quickplay queue, a new match is automatically created by the server.
+ RANKED DECKS: the first part of a ranked play structure. Ranked decks can not be customized, and can only be played with the full count.
Ranked decks will be filled with bots if launched without a full player count.
+ PLAYER REPORT SYSTEM: Holding down shift and clicking a player opens the report panel.
+ Added a new map, the TAVERN, to the game roster.
+ New playable character, Oleg.
+ The AI has been upgraded in several areas.

ADDITIONAL FIXES AND FEATURES:
+ Fixed bug that would allow special werewolf attacks to still work despite a Disease ability in effect (thanks @Nymirii )
+ Tweaked graveyard chat.
+ Hard rewrite of the voting system.
+ Fixed issue that was blocking endgame XP rewards.
+ Fixed some offering mechanics.
+ Added type offerings, such as an Attacker role item.
+ Gildenbombs now has a drop chance.
+ Fixed bug that would display you as disconnected, when in fact you were not.
+ Fixed bug where offerings would appear on the Clone info page.
+ Added a close button to the Offerings table
+ Camera now starts behind the right player.
+ Fixed bug that caused the Ghast to become undetectable by the Mentalist.
+ Fixed some achievement listing bugs
+ Tweaked the XP distribution system
+ Added player guides for some cards.
+ Card story tab now only shows if there is an actual story in place
+ Polished up the layout of the quest panel.
+ Fixed bug where certain offering types did not appear in the offerings list.
+ AI now understands how to recast votes in case of a tie.
+ AI now understands the Selkie ability.
+ Tweaked some definitions and phrasings on poorly defined cards (cheers @derUlbi )
+ Added some sound effects to certain abilities.
+ A couple of new offerings and achievements
+ If a player or AI has used a pre aimed ability on a player that dies (like Hunter's take aim or the poppet's soul bind) it will now be reset if the player is eliminated.
+ Some changes in AI behavior, especially wolf-team AI. If the human player targets a player "insistently", the other wolves retarget their attacks to this player.
+ Bots can now have beards.
+ Fixed some bugs that would disable achievements in games where they should be valid.
+ Fixed some loose wardrobe issues.
+ The Shaman is now a part of the Town Defender token
+ Clicking the highlighted card in the main menu now goes directly to the card page.
+ Added some offerings to the loot pool.
+ Added MAP option to game creation.
+ Fixed some issues with the diseased/riding hood disabling ability.
+ Mac version synced.
+ Improved network performance.
+ Cleaned out a lot of old code, to improve rendering queue and framerates.
+ Grey screen of death bug is now resolved.
+ Bots are tweaked and now vote and are a bit more aggressive.
+ The tavern map has been remodeled to reduce UI collisions.

October 2019 Roadmap

We now have 31 days until launch, and to keep tabs on the development.

We have set at least three goals for each week, that will be completed before that weeks end.

Additionally there will, as always, be loads of updates, tweaks and fixes throughout the game.

Hope to see you ingame soon.