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WolfQuest: Anniversary Edition News

Saga: Hanging with the Yearlings

We're making good progress with the Saga!*

Lately we've been working on the yearlings -- the pups who survived their first year of life and now are helping raise the new pups of the year (whenever they're not playing or getting distracted). Even at 13-15 months of age, they're still very puppyish, even though they're physically approaching adult-wolf size.

[previewyoutube][/previewyoutube]

I know there are a lot of questions about yearlings, so let’s answer a few of them:

1) Once you've got some yearlings in your pack, how do you tell them what to do? The short answer is: you don't. Just as with your mate, you can go up to any of them and whine to invite them to hunt -- but they have minds, preferences, and personalities of their own. Typically, females are more likely to stay at the homesite and males are more likely to go hunting -- though certainly an individual can have a different preference. Packmates are more likely to stick with their best friend (using the new fondness feature between packmates). And you'll see packmates whine at another wolf to invite them to go hunting -- sometimes they may invite you, and sometimes they may not, but either way you can join them if you want.

2) Similarly, when it's time for some wolves to go hunting, yearlings are more likely than older wolves to stay with the pups, since they're not great at hunting yet. They lack an adult's strength and skill. So don't expect to be able to sit back and make all your packmates do all the work. In fact, marking territory is generally the responsibility of the pack leaders. They're the only ones who do raised leg urination. Everybody else can pee and howl, of course, which helps a bit, but territory is the leader's job.

3) So then, you might ask, can we find some dispersal wolves and invite them to join our pack, so we can delegate the work to them? Sorry, no. While that does occasionally happen, it's usually when the pack needs a new breeder (packs are families, not an aggregation of unrelated wolves).

4) The way to expand your pack is by having pups, and playing through the years. A good percentage of pups won't survive to become yearlings. But it only takes a few years to get a multi-generational pack. In Yellowstone, packs tend to have 6-12 wolves. Sometimes they get bigger (though the famous examples like the Druid pack with 37 wolves, was a quirk from wolf reintroduction, before wolf and elk populations stabilized). We'll definitely have a cap on pack size, since it just gets awkward to have so many NPC wolves in your pack (along with performance impacts of so many NPC AIs running at full bore)

Tommi has the yearlings working pretty well, generally, and so we've also been working on gameplay balance. For example, while yearlings do help out with daily work, it's limited. At a carcass, they can eat extra food to regurgitate for the pups, but as much as adults, since they still need most of that food for their own development.

So: good progress, but still lots to do before the Saga is ready to release! We'll share more as we go, so stay tuned!


* 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.

___________________

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.

Dispersing Differences

Last month we released the Persistent Pack update -- a big new feature and a key part of the Saga. As usual with a big new feature, after initial release there is some additional bug-fixing and clean-up work. In this case, the feature was big enough and the code had gotten messy enough over the final months of work that Raul decided to refactor the code -- restructuring it to make it cleaner, better organized, and easier to maintain.

While he's been doing that, the rest of the team has kept cranking away on other aspects of the Saga...and as part of that, I refreshed my memory about wolf dispersal....and came upon these graphs in the Yellowstone Wolves book by Doug Smith, Dan Stahler, and Dan MacNulty. There's a striking difference in dispersal behaviors by male and female wolves: males are substantially more likely to disperse, while females are more likely to stay with the pack. (This is one of the things that suggests that wolf packs are matrilineal, with female offspring staying in the their natal pack in hopes of becoming a breeder someday.)

[previewyoutube][/previewyoutube]

So I wondered: Should we incorporate this difference into the game? It's accurate, and that's always a core goal. But it also has real impact on gameplay. If your wolf is male, you'll have a harder time finding a female dispersal and will have to venture into rival pack territory to find a courtable female. Is this the kind of accuracy that makes the game more interesting, or does it make it more annoying or confusing or less fun? After some discussion, we decided to do it. So as part of the Persistent Pack refactor, Raul is adding sex-based odds. Now males are more likely to disperse, and females are more likely to stay with their pack -- but to counterbalance the dispersal shift, more females in each rival pack are more likely to be interested in courtship. We think this adds an interesting consideration when you're creating your wolf and deciding whether it should be male or female. This change will be in the next patch later this month!

In the Saga, when your own pups are coming of age, this will also factor into their own decision about if and when to disperse. We have a lot more planned for this whole "when your pups disperse" stuff...but that's a topic for a future devblog.

One final thing: Hold onto our hats, because I am finally finishing up Chapter 2 of our Wildest Dreams video about the history of WolfQuest. If you haven't watched(or haven't lately watched) the first chapter I encourage you to check it out!

___________________

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 v1.1.1f Released!

[h2]v1.1.1f - Released 5 January 2024[/h2]

[h3]NEW:[/h3]
* In Game Settings: Audio, new toggle for Eating Noises (actually added in v1.1.1 in December).
* Known Wolves: Keyboard shortcut added, press K key to open this panel directly.
* Improved blocking functionality: On the Account: Friends panel, you can now search for a username and then either send them a friend request, or block them (so you can block someone without getting a friend request from them first). And in multiplayer games, the wolf Info tab has now Block button.
* When set in the main menu, Mate Permadeath and Difficulty settings are remembered when starting games in the future.
* Account panel: New "Sync Now" button to manually sync files with cloud.

[h3]BUGS FIXED:[/h3]
* Multiplayer achievements that require raising pups to summertime fail to unlock when they should. (If you have an Endless Summer save from such a game where you should have earned one of those achievements, load it and it'll be unlocked.)
* Known Wolves panel: After your mate dies, under Departed Wolves they are listed as traveling to another map with another mate. (This fix is not retroactive.)
* Known Wolves panel: Sometimes dispersals switch to another origin pack if you reject them after courtship.
* Known Wolves panel: When toggling Dead Wolves option, the rows of just-disbanded pack will overlap those for an active pack.
* Known Wolves panel: In certain cases, wolf nickname can't be edited.
* Multiplayer: One player can select and edit wolf bio text for another player (but changes aren't saved)
* Multiplayer: Wolf nametag is not displayed for dead wolves waiting to revive.
* Multiplayer: If client player-wolf only has birth name-number, no nickname, it stalls when joining a game.
* Camera FOV (field of view) switches to normal when game is paused, regardless of current FOV.
* Some pronghorn carcasses appear to inflate some while being consumed.
* Rejected trial mate can't accept that you're just not that into them.
* Occasionally the text for the mate bio in Pack Info isn't displayed, because the panel is scrolled out of view.
* Player's previous home hex remains after pack takes over a disbanded pack's home hex, resulting in two homes for the player pack.
* Occasionally the mate gets stuck going in circles, unable to decide between socializing with pups who are near some food, and moving away from that food.
* When away from the den, woofing at mate to go home also tells pups to go into the den.
* Pup keeps "circling" predators even after the predator moves away.
* When loading very old saves, player-wolf with dead mate and living pups is given Dispersal role instead of Courtable Breeder role.
* Issues with Add/Remove Favorite emote button on some display resolutions.
* Courtship stalls out in certain circumstances.
* Mate does not close eyes when howling.
* Sometimes beaver swims through air above water surface.
* Slough Creek: Small ranger cabin has pink floor inside.
* A few den pathfinding issues.
* Terrain issues.

Public Beta for Patch v1.1.1f - Updated with Beta 3

In this beta, game saves ARE backward compatible with the last released patch, v1.1.1d. Multiplayer games are also backward-compatible, so you can play with those are on that public release.

See bottom of this page for instructions on opting into the beta.

(Oops, I somehow skipped over v1.1.1e....oh well)

[h3]NOTES:[/h3]
* In multiplayer games, a pup can get stuck doing playbow repeatedly. We've added some debug code for this, so please submit a report if you see it happen in this beta.
* The "Home is Where the Heart Is" achievement will not work in certain circumstances: If the pup was born at one of three tree dens in Slough Creek, and it reached Endless Summer before the v1.1.1 update was released. Sorry about that! Not something we can fix -- it broke due to some den-ID changes we had to make to fix another bug.)


[h2]BETA 3[/h2]

[h3]BUGS FIXED:[/h3]
* Known Wolves panel: In certain cases, wolf nickname can't be edited.
* Some old game saves can fail to load (regression in beta 1)
* Multiplayer: One player can select and edit wolf bio text for another player (but changes aren't saved)
* Camera FOV (field of view) switches to normal when game is paused, regardless of current FOV.
________________________

[h2]BETA 2[/h2]

[h3]NEW:[/h3]
* Account panel: New Sync Now button to manually sync files with cloud.
* Known Wolves: Keyboard shortcut added, press K key to open this panel directly.

[h3]BUGS FIXED:[/h3]
* Fix: Known Wolves panel, when a pack has only one known member and that one is dead, it gets hidden if you toggle Dead Wolves off and on.
* White capsule floating above an Amethyst den.
* Some pronghorn carcasses appear to inflate some while being consumed.
________________________

[h2]BETA 1[/h2]

[h3]NEW:[/h3]
* In Game Settings: Audio, new toggle for Eating Noises (actually added in v1.1.1 in December).
* Improved blocking functionality: On the Account: Friends panel, you can now search for a username and then either send them a friend request, or block them (so you can block someone without getting a friend request from them first). And in multiplayer games, the wolf Info tab has now Block button.
* When set in the main menu, Mate Permadeath and Difficulty settings are remembered when starting games in the future.

[h3]BUGS FIXED:[/h3]
* Multiplayer achievements that require raising pups to summertime fail to unlock when they should. (If you have an Endless Summer save from such a game where you should have earned one of those achievements, load it and it'll be unlocked.)
* Known Wolves panel: After your mate dies, under Departed Wolves they are listed as traveling to another map with another mate. (This fix is not retroactive.)
* Known Wolves panel: Sometimes dispersals switch to another origin pack if you reject them after courtship.
* Known Wolves panel: When toggling Dead Wolves option, the rows of just-disbanded pack will overlap those for an active pack.
* Rejected trial mate just can't accept that you're not that into them.
* Occasionally the text for the mate bio in Pack Info isn't displayed, because the panel is scrolled out of view.
* Player's previous home hex remains after pack takes over a disbanded pack's home hex, resulting in two homes for the player pack.
* Occasionally the mate gets stuck going in circles, unable to decide between socializing with pups who are near some food, and moving away from that food.
* When away from the den, woofing at mate to go home also tells pups to go into the den.
* When loading a very old saves, player-wolf with dead mate and living pups is given Dispersal role instead of Courtable Breeder role.
* Pup keeps "circling" predators even after the predator moves away.
* Issues with Add/Remove Favorite emote button on some display resolutions.
* Courtship stalls out in certain circumstances.
* Multiplayer: If client player-wolf only has birth name-number, no nickname, it stalls when joining a game.
* Multiplayer: Wolf nametag is not displayed for dead wolves waiting to revive. * When loading a very old save, player-wolf with dead mate and living pups is given Dispersal role instead of Courtable Breeder role.
* Mate does not close eyes when howling.
* Sometimes beaver swims through air above water surface.
* Slough Creek: Small ranger cabin has pink floor inside.
* A few den pathfinding issues.
* Terrain issues.

_____________________
[h3]TO GET THE BETA BUILD[/h3]
1) In the Steam app, go to your Library, then right-click on the WolfQuest: AE name in the left column and choose Properties.
2) Then go to the Betas tab and select the WQ current Beta option in the pulldown. No password is necessary. Steam should then start downloading it. Later you can switch back to the public version in that Betas tab, by selecting NONE in that pulldown.

Multiplayer Achievement Bug

We've found a bug with certain multiplayer achievements -- all those where you must raise the pups through the summer (so Survival of the Pack, Living the Life, Power Pack). You don't get the achievement after reaching Endless Summer. Very sorry about that! It'll be fixed in the next patch, in early January. But once that patch is out, you can load a save from Endless Summer and unlock the achievement.