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Wolflord - Werewolf Online News

0.5.8 Update - Faces and foes

Phew, some hard bugs have taken some time grinding through, but we are ready with a new update with a lot of love for all areas.

Most notably, there is now more visual feedback in the game, on what players are doing and what is going on in the game.

In addition, we have the following updates:

+ The PRINCE has entered the game roster (Town Survivor)
+ The HUNTER has entered the game roster (Town Attacker)
+ The REAPER has entered the game roster (Chaos Investigator)
+ ANY WOLF and ANY PROTECTOR tokens added to the roster.

+ Portrait selection in effect.

+ Randomiser tokens can now be added to the deck, currently only open randomisers work, cloaked will come later.
+ Emotes are back in the game, and can be accessed by holding the Shift key.
+ Unopened loot chest count is now highlighted in the main menu. (can't be opened just yet tho)
+ Fixed some Emote bugs that was causing a lot of grief.
+ (Hopefully) Fixed some camera rendering issues.
+ Ingame role list now sorts roles based on faction first, name second
+ Public abilities now show icons and targets when triggered
+ Speech bubbles appear when typing
+ Neutral winning condition "Stay alive" now works.
+ Player avatars can now be chosen from the lobby
+ Promo items are no longer tradeable.
+ Treasure collection now has filters, to make it easier to navigate your collection.
+ Promo items now correctly triggers upon playtime.

0.5.5 - Stability update

Another update with some new roles and some added features. Growing closer to a much more playable version every time.

+ Support for Mac and Linux added.

+ The JESTER has entered the game roster (Chaos Threat)
+ The BODYGUARD has entered the game roster (Town Defender)
+ The IGNOBLE has entered the game roster (Town Survivor)
+ The WEREBAT has entered the game roster (Wolf Killer)

+ Changed some color settings on nighttime events in the chat.
+ Night notifications now appear in the chat, with round number.
+ A simple bot to act as the Doctor has been made.
+ Improved artwork for wolf abilities
+ Test scenarios are now confined to specific decks, and the Dangerzone has been removed.
+ Bug causing nighttime abilities to fail fixed.
+ The "Neighbours" mechanic is now understood by the server.
+ The IMP as entered the game roster (Wolf Defender)
+ The "Sulphuric Stench" aura ability is now in play.
+ There is now a pregame chatroom.
+ Players can ask for more time during any rounds.
+ Improved formatting of ingame tooltips
+ Werewolves can now retarget their abilities.
+ A series of ability artwork has been reworked, to get a better flow for new users.
+ Doctor has been rebranded as Cleric
+ Fixed issues related to the Jester winning condition
+ Preventing double-nominations
+ The last bits of 3.5 .NET codes were scrubbed away, and the client is now fully native 4.0 .NET.

0.5.3 - Lobby update

The coding is going well, and we now have a crude, yet operational game lobby system in place. I have also created a very simple singleplayer demo, where players can try out the basics of the game in a harmless environment.

Tonight we meet 30ish players in Copenhagen to try out the physical version of the game, and tomorrow we will focus on online playtesting.

A big warm thank you to everyone participating in the running playtests on Discord, you guys and gals are true champs :)

Here are the technical updates:
+ The Doctor has entered the role roster.
+ There is now a simple AI for singleplayer role testing.
+ SFX and BGM audio settings are now stored locally between sessions.
+ Fixed bug where the text chat would overlap world mouse clicks.
+ Fixed bug that would leave the character tooltip open during card reveal.
+ Card reveal now fast-forwards already shown cards (like multiple villagers) and shows cards in sorted order.
+ Fixed bug where fellow werewolves would not be revealed to a werewolf.
+ Fixed bug where it would seem like the game started on round 2.
+ Added a Training tab in the play area, where players can try single player test runs.
+ Clicking on the same ability that is active, removes the ability picker.
+ Abilities are automaticly disabled upon death.
+ Fixed bug where AI players would not activate their villager abilities.
+ Fixed bug where the Villager on-death ability would not trigger properly.
+ Message now explains that there are no open public games in the lobby

Version 0.5.2 live

After a good cleanup of old code, this weekend is going to be all about updates and getting closer to a playable product.

Among the features are:
+ Fixed "Leave" button in ingame menu
+ Improved flow for loading cards during tutorial scenarios
+ Recoded flag-checks on player instances.
+ Killing a player now much easier by code.
+ Win/loose decleration whispered to each player at the end of the game by the server.
+ Werewolf hunts no longer calculated, if no werewolves are in the deck.
+ Game can now be replayed after a game has been concluded.
+ Fixed bug where chime audio suddenly went missing
+ Lynching the Plague Lord now gives a happy chime, and not the sad villager chime
+ Victory music plays on game ends, and reverts to normal music on new games
+ Music volume settings can now be found in the settings tab
+ Settings can now be accessed in the lobby area
+ improved Settings and Quit icons
+ Tooltips installed on lobby buttons
+ Improved display on casting/using abilities, including a targeting arrow and new cursor.


Going to do a series of closed tests over the weekend, a real-world test of the physical board game monday, and an open round of tests on Monday.

If you want to join the playtests, please join our Discord to get invited (link inside the client)

Return and revival

Phew... It has been some tough and burdensome months over here, and I fully apologize for going so long without a developer update.

The project is very delayed, but still on plan. Had to shift many things around, but can now say we are back to coding and building the game.

I have flushed out a lot of old code, since it has been deprecated, and I am currently working on rebuilding the online code in .NET 4.0, the modern standard.

The client itself has also seen an overhaul, and is moving into 0.5, starting a new clean series of versions.

A road map is being worked on as well, to give a clearer view of the upcoming updates and tests.

The physical version of the game has been tested a lot the past couple of months, a lot of meh cards have been removed or remastered, and a lot of interesting cards have been put in, so that part is shaping up nicely.

I hope to soon invite you all to new rounds of playtesting. I will post some technical updates the next two weeks, and hopefully Testing Tuesday will return.

For now, sorry for the long hiatus, had a lot of both surgery and recovery to get through.

All the best
Gecko the Dev