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WolfQuest: Anniversary Edition News

Hotfix Patch v1.1.1c Released!

[h2]v1.1.1c - Released 20 December 2023[/h2]

[h3]BUG FIXED:[/h3]
* After player Jumps Ahead to Next Year, rival packs have no territory, causing them to move away instantly unless very lucky, (Regression from v1.1.1a fix)

Hotfix Patch v1.1.1b Released

v1.1.1b - Released 20 December 2023


[h2]BUG FIXED:[/h2]
* All dispersal wolves spawn in same location, causing performance issues in new games and causing saved games to fail to load.

Patch v1.1.1a Released!

[h2]BUGS FIXED:[/h2]
* If pup is never given a nickname, it has no display-name after player makes it a grown wolf (it appears at beginning of alphabetical order, but is not findable in search, and causes MP game to hang if used). Now it defaults to use it's number-name so it's easier to find and give a nickname in wolf customization.
* Known Wolves: After player moves to another map, known wolves can be listed in the wrong map section.
* Incoming rival packs can select a homesite that's on an unclaimable hex (in certain MP modes like Pack Life).
* Courtable breeders can be interested in courtship with player-wolf.
* Rejected trial mates try to return to already disbanded/moved away pack instead of becoming dispersals.
* Yearlings can age up twice.
* In Amethyst, rival packs can claim some off-map hexes, slowing their disappearance from the map after disbanding. (Note that hexes will still take many days to fade after a rival pack disbands. The hexes don't know that the pack is gone.)

v1.1.1 Released!

v1.1.1 - Released 19 December 2023


[h2]NEW: Persistent Packs[/h2]
Rival packs now have lives of their own: growing, shrinking, and changing over the course of years. Most of this is invisible to players, but should make the game feel more realistic.
* When packs lose a pack leader (breeder), the remaining leader must find a mate soon or the pack will disband.
* If a pack disbands, a new pack will soon move in to claim that vacancy on the territory map.
* If you Jump Ahead to Next Year, rival territories will show accumulated change.
* The new Known Wolves panel in Pack Info lists rival and dispersal wolves that the player has encountered. The player can give any of those wolves a nickname there.
* In multiplayer, NPC wolves are known to the pack as a group, not to individual players, so they'll be listed for everyone if any player has encounterd them.

Existing saves will be upgraded to the new system when loaded.

[h2]NEW: Moving to another map.[/h2]
* When you do not have any young pups, you can travel from one Yellowstone map to another (so currently only AM<>SC).
* To do so, go to border area indicated on the World Map and you'll be asked if you want to travel to the other map.
* This is currently only in single-player; we're working on multiplayer but unsure when it'll be ready.

[h2]IMPROVEMENTS:[/h2]
* Lost River DLC: Holiday decorations added.
* When ungulate is doing standing defense, added a half-second delay before ungulate can kick wolf after wolf drops off from a bite-hold.
* Sometimes pup appear to freeze during predator attacks -- they're actually just standing still, watching the predator, but now they will slowly circle the attacker so they don't appear to be frozen.
* Lost River: Some revisions to feral dog spawning to have more variety in pack composition and reduce odds of den raids by them.
* "Den Flooded" popup only appears now when player is at home, to avoid issues with pups and flooded den when player is away from home.
* When looking for a mate, dispersals within 2.5km now show even if alone (previously was only if in groups of two or more).
* Some pup coat colors tweaked to match older pup coats.
* Rearranged buttons in End Ironwolf Run to make "End Run" (and delete Ironwolf save) less likely.
* Multiplayer: Increased the affinity multiplier for larger numbers of player-wolves in Story mode.
* Added on-map label for going to other YNP map.
* Reduced/eliminated the cause of some lag spikes, especially around NPC animals.
* Added black border to other game maps.
* Made pack name always editable in Pack Info
* Added more debugging for problems with display resolution/fullscreen switching unexpectedly -- please report if you have any problems staying in your selected display mode.
* Shortened the clumsy walk phase for young pups.

[h2]BUGS FIXED:[/h2]
* When players sends mate back to homesite, mate stops just short of the homesite area, so pups do not come out of the den or tall grass.
* Pups still sometimes twitch when trying to get to food.
* When picking up a meat chunk, mate prevents player-wolf from eating for a moment.
* Multiplayer: In certain circumstances, too many rival wolves are spawned.
* Missing animation when some feral dogs attack player-wolf (might cause game crash?)
* Sometimes you can't pick up a skull.
* Lost River: Pup killed by dog doesn't unlock Natural Selection achievement.
* Lost River: Sometimes mate won't exit ranch area when player does.
* Sometimes pups ignore a moose calf carcass.
* Slough Creek: Terrain lacks texturing in Early Spring on Very Low terrain quality.
* Improved Avert Gaze emote when wolf is sitting or lying down.
* Multiplayer: Favorite Parent system bugs (switching parents is unreliable, pups do not follow their favorite parents during journeys, nor do they go greet their new favorite parents when they switch).
* Controller: Pressing controller button to close notifications can also trigger a wolf action.
* Display mode (windowed/fullscreen) settings switch unexpectedly.
* Woof command can't be canceled with a squeak.
* Beavers run in circles when trying to pick up a stick.
* In certain situations, mate gets stuck when trying to leave for hunting.
* Wolf spawns on top of boulder when jumping ahead at a few rendezvous sites.
* Changing between Basic and Enhanced Sky & Vegetation modes sometimes renders wrong season for grass.
* Pathfinding issues at a couple dens.
* Slough Creek coyote den has wrong scent glow.
* Some rocks at Amethyst rock den always have the wet look.
* Lost River: Terrain gap in far corner of the map.
* When starting new game in Amethyst with a mate, waterfalls are both frozen and liquid.
* In springtime, Amethyst beaver dens are underwater.
* At one SC rock den, you're forced to put down an object when entering the den, but can't reach it to pick it up again.
* Sometimes mate does not do eating animation when eating.
* In very particular situations, mate will pick up pup and walk away and return to home site.
* Glitches can occur if you pick up a pup while it's walking into the den to go to sleep.
* Portable Picnic achievement doesn't recognize pronghorn fawn.
* Pups standing around meat chunks and won't eat.
* When jumping ahead to next year, "Survival of the Pack" is listed as the current quest instead of "Establish Territory".
* Spike elk antler floats above ground.
* Bison do damage before playing their attack animations.
* Mate fails to put pup in den after being summoned to hunt.
* Several issues with pathfinding around dens.
* Various minor issues with terrain.

v1.1.1 in Public Beta with Persistent Packs

The next game update, v1.1.1, is now in public beta on Steam! This features the new Persistent Pack feature! Rival packs now have lives of their own: growing, shrinking, and changing over the course of years. Most if this is invisible to players, but should make the game feel more realistic.

See instructions at bottom of this page for how to get the beta.

Here's the big new stuff in this update, but read the beta build notes to see all the changes, improvements and bugfixes.

[previewyoutube][/previewyoutube]

* When packs lose a pack leader (breeder), the remaining leader must find a mate soon or the pack will disband.
* If a pack disbands, a new pack will soon move in to claim that vacancy on the territory map.
* If you Jump Ahead to Next Year, rival territories will show accumulated change.
* The new Known Wolves panel in Pack Info lists rival and dispersal wolves that the player has encountered. The player can give any of those wolves a nickname there.
* In multiplayer, NPC wolves are known to the pack as a group, not to individual players, so they'll be listed for everyone if any player has encountered them.

Moving to another map:
* When you do not have any young pups, you can travel from one Yellowstone map to another (so currently only Amethyst<>Slough Creek).
* To do so, go to border area indicated on the World Map and you'll be asked if you want to travel to the other map.
* This is currently only in single-player. We're working on multiplayer but unsure when it'll be ready.

Known Wolves:
* Whenever you encounter a rival or dispersal wolf, they are added to the new Known Wolves panel in Pack Info.
* You can give them a nickname and see how their lives change (or end) as time goes by.

Existing saves will be upgraded to the new system when loaded. This is a complex new system and we're still tuning it, so we look forward to feedback from the public beta to help that effort. Please play through some years and submit feedback and bug reports (via F11 / Bug Report button in Options popup) with comments!

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[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.


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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.