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WolfQuest: Anniversary Edition News

Saga: Young Hunters

Today we're looking at a very important part of the upcoming WolfQuest Saga* -- when your pups of the year learn to hunt! There's no evidence that wolves teach their pups to hunt. Instead, the pack goes hunting, the pups join them and learn at the school of hard knocks -- literally. We are modeling the pups' learning curve with XP, experience points. So in September, when your pups are five months old, they've gained about 1500 XP, and are now ready to live the nomadic lifestyle. The pack abandons the rendezvous site and spends the fall and winter following the elk herds. Initially, pups follow the adults on hunts, but hang back, observing the action. Over time, they gain XP from observation, and soon they start coming in closer and closer, and finally daring to bite an elk.

[previewyoutube][/previewyoutube]

As the pack leader, the player's job is to give the pups enough experience to learn how to hunt while preventing them from getting killed in the process. But this is trickier than we'd initially imagined. The hunt is so hectic, just keeping an eye on your pups is difficult, much less tracking their health and XP. So first, we needed to make it clearer which wolves were your pups of the year, since they're about 90% the size of an adult wolf. To aid the player, we're giving pup nametags special icons (currently simply a bullet point before and after the name) to make them easier to recognize during the chaos of the hunt.

But we also realized that, with your wolf, your mate, a couple subordinates and yearlings all involved in the hunt, it simply gets too crowded around an elk. Often there's no space available for a pup to get in there to bite. We needed to limit the number of wolves actively participating in the hunt. But how? Fortunately, science came to the rescue!

I recalled this research paper** by Dan MacNulty (one of our WolfQuest science advisors since 2007) and Doug Smith, Dave Mech, John Vucetich and Craig Packer, which found that the optimal number of wolves in an elk hunt is only three or four. So that's very helpful -- but I'd forgotten the best part. MacNulty et al. looked at various possible reasons for this number, and ruled out most of them, concluding that some wolves in the pack are free riders. They're here for the food, not the injuries. They'll participate in the hunt, but they'll try to avoid putting themselves in harms way -- as long as they can be there when there's fresh meat to eat.

So that helps us enormously. With that limit in place, there is always some space on the elk for a pup to get in there and bite. But even so, the hunt is still fast and chaotic, and it can be quite hard to know when a pup is biting an elk -- especially since they only bite for a second or so when they're still gaining skill and confidence. So we're experimenting with some feedback, trying to decide on the bare minimum of feedback without too much information overload.

So this is very much a work in progress -- we've got the young hunter mechanics working well and are now playtesting to figure out the actual gameplay -- what the player is thinking and doing. So this will likely evolve before the Saga is ready for release. Stay tuned for more in upcoming devblogs!
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* The upcoming WolfQuest Saga is "the rest of the game." Your pups will continue to grow into the fall and beyond, learning to hunt under your supervision, and then becoming yearlings when next year's pups are born. Time will continue progressing through the years until you die. The Saga is currently in development but we do not have a release date for it.

** Research paper: Nonlinear effects of group size on the success of wolves hunting elk
Daniel R. MacNulty,a Douglas W. Smith,b L. David Mech,c John A. Vucetich,d and Craig Packera
aDepartment of Ecology, Evolution, and Behavior, University of Minnesota, 1987 Upper Buford Circle, St. Paul, MN, 55108, USA, bYellowstone Center for Resources, PO Box 168, Yellowstone National Park, WY, 82190, USA, cU.S. Geological Survey, Northern Prairie Wildlife Research Center, 8711 37th Street SE, Jamestown, ND, 58401, USA, and dSchool of Forest Resources and Environmental Science, 1400 Townsend Dr., Houghton, MI, 49931, USA


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The WolfQuest saga will continue! Stay tuned for more news in upcoming devblogs about it and other new features!

Once the game is completed on PC/Mac, we will consider porting the game to other platforms.

We do not announce specific release dates. We will release them when they are ready.

The Wolverines of Hellroaring Mountain

That's right -- we're talking about wolverines today! Of all the animals we've wanted to add to the game, wolverines have been one of our favorites. Wolverines are notoriously fierce and feisty -- with their formidable claws and jaws, they can and do take on larger and more powerful animals. The problem has been that they don't really live in Yellowstone National Park. A survey in 2009 found a few wolverines in only two areas of the park: the southeast and one area of the northern border -- which, as it turns out, is where our upcoming Hellroaring Mountain DLC map is located! So we took this opportunity to add wolverines to the game, only on this new map.

Wolverines will put up a heck of a fight if you challenge them over a carcass. And they've got some new moves you haven't seen before (thanks to animator Zoltán Záhorszki, who created all of the wolverine's animations). Get a sneak peek at our wolverines in today's devblog!

Get a sneak peek at our wolverines in today's devblog!
[previewyoutube][/previewyoutube]
___________________

The WolfQuest saga will continue! Stay tuned for more news in upcoming devblogs about it and other new features!

Once the game is completed on PC/Mac, we will consider porting the game to other platforms.

We do not announce specific release dates. We will release them when they are ready.

Homesteading Hellroaring Mountain

The upcoming Hellroaring Mountain DLC map is shaping up nicely! Like every game map, it needs a lot of potential den sites. But after making over 90 dens in the other three maps, coming up with some new, interesting dens in HM has been a challenge. Of course we have the standard dirt burrow dens -- the most common type of dens in the real world, along with the tree and rock dens. But how to give some of the Hellroaring dens a fresher look? Inspired by photos of real wolf dens as well as hikes in the wilderness, I came up with several somewhat interesting variations. We're aiming for a spring release of this DLC map.

[previewyoutube][/previewyoutube]

___________________

The WolfQuest saga will continue! Stay tuned for more news in upcoming devblogs about it and other new features!

Once the game is completed on PC/Mac, we will consider porting the game to other platforms.

We do not announce specific release dates. We will release them when they are ready.

Patch v1.1.1g Released!

v1.1.1g - Released 12 February 2024


[h3]NEW:[/h3]
* Unlockable coats (formerly called NPC coats). Now when you raise a pup with one of these coats, that coat is unlocked in Wolf Customization after you generate the summertime Family Tree snapshot. (Only works in new games, not retroactive. There are some cheat-prevention methods in place so you can't share wolf saves with other players to let them unlock a coat.)

* Among real wolves, males are more likely to disperse to find a mate. Females are more likely to stay in their natal (family) pack. We have added this behavior to the game. So now, when looking for a mate, you'll find more males in the dispersal groups, and more females interested in courtship in rival packs. A red heart icon on the compass indicates courtable wolves (when they howl back) and on the Scent View panel.

* Multiplayer map moving: You can now move to another Yellowstone map in multiplayer games.

[h3]CHANGES:[/h3]
* A few pup coats have changed a bit, retroactively (to get better matches in the pup-to-adult coat sequence in the Saga).
[h3]
IMPROVEMENTS:[/h3]
* Persistent Pack code was refactored to make it more robust, which should not have any changes except as noted here, but might create new bugs, please report if you see any!
* Yearlings are now called Yearlings until their second birthday -- but they can potentially disperse before that birthday. (Previously they changed to Subordinates at 18 months of age, to allow dispersing, due to a limitation in the code.)
* Reduced rival pack aggressiveness after player intrudes into their territory from 24 hour cooldown to 8 hours. (So you can return much sooner if you're trying to court a pack wolf.)
* Reduced odds of dispersal wolf finding another dispersal as mate (to reduce dispersal churn).
* Increased odds of mortality for older wolves in rival packs. (Should also make packs a bit more likely to disband periodically.)
* Improvements to 9F coat.
* Adjusted odds of certain wolf coats higher or lower.
* Persistent Packs: Added a delay before widowed pack leaders can find a new mate.
* Wolf nametags are now controlled independently from HUD, using N key to toggle on/off
* Multiplayer: If player goes AFK while in den, their wolf automatically exits the den so as not to prevent game progress.
* Multiplayer: Greatly reduced the number of dispersal wolves in non-Story games (since they aren't needed and can get annoying).
* Increased minimum number of dispersal wolves on each map at any given time.
* Added info about dispersal differences to Find a Mate: Tips text.
* Controller: Enabled auto-scroll when using controller to navigate in Known Wolves panel.
* Controller: Improvements to controller navigation of Known Wolves panel.
* Controller: All Tab menu buttons remain visible now, with highlight of the one selected, to help with navigating the tab buttons.
* Controller, switching tabs with shoulder buttons navigates to left/right from selected button.
[h3]
BUGS FIXED:[/h3]
* Female wolf doesn't look pregnant after going from Establish Territory to Find a Den quest.
* Player-wolf is invisible in scent view when switched to Carmella mode.
* Game stalls when in Reminisce mode and trying to jump ahead to next year (which should not be possible).
* Player-wolf can go beyond the map border when bite-holding prey, which can lead to a long forced-walk back into the map afterwards.
* Multiplayer: Pups repeatedly playbowing the wrong parent when they switch to an absent favorite parent.
* Multiplayer: On Known Wolves panel, dead pack wolves are not synced correctly.
* Longer pack names are truncated on the World Map legend.
* Controller: Can't access Departed Wolves section on Known Wolves panel.
* Known Wolves: Yearlings can die when pack disbands even if old enough to disperse,
* Persistent Packs: Rival packs don't disband (or see other changes) if player has reached the end-date of the current quest.
* Persistent Packs: Unborn pups not removed from rival pack when it disbands.
* Persistent Packs: Unborn pups are not removed from rival pack if female breeder dies.
* Light rain audio is too quiet.
* Mate pathfinding issue near Lost River (DLC) ghost town den.
* When moving to another map with a trial mate, trial period ends automatically when arriving at the other map.
* Lost River DLC: In wintertime, an invisible floor in coffeeshop is higher than the visible floor.
* Known Wolves: Unborn pups immediately grow into yearlings.
* File sync throws an error if manually triggered again while already in progress.
* Pup said to have starved to death when it was really killed (in rare situation).
* Controller: Physical keyboard doesn't work when renaming mate or pup.
* Dispersal wolves go into ranch area.
* Can get stuck underground after certain sequence of events and map-moving in Find Den quest.
* Error after a dispersal NPC group fought a territory NPC group and won.
* Error when loading saves from a short period of 2021.
* Known Wolves: Dispersals can return to a natal pack that no longer exists.
* Error thrown when trying to delete many save games
* Pathfinding issues at several dens.
* Typo in rival pack name.
* Various terrain issues.


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See all patch notes here.

Wildest Dreams: Chapter 2

At last, the second chapter of our documentary video series about the history of WolfQuest. This chapter covers the continued development of the original game from 2008 through the end of the project in 2012...and then the revival as WolfQuest 2.7 in 2015.

[previewyoutube][/previewyoutube]