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WolfQuest: Anniversary Edition News

Multiplayer Momentum (Devblog)

While Tommi builds out mate and pup AI for Slough Creek, Mikko has been plugging away on multiplayer. We had a team test session a few days ago and today’s devblog video shows some snippets from our 75-minute session. It’s really coming together!

(Hint: In the video, switch on CC/subtitles to track the conversation better!)

[previewyoutube][/previewyoutube]

We know that you all have lots of questions about multiplayer. Here are answers to some of them:

Q: When will multiplayer be released? Which will be first: multiplayer or Slough Creek?
A: We are not announcing specific release dates — but we are making lots of progress, and at this point, we expect to release multiplayer before Slough Creek. That might change, though!

Q: Will there be a beta for multiplayer?
A: We are planning a public beta in our Steam beta branch once multiplayer is ready for broader testing. (If you purchased the game on itch.io, you get a Steam key with your purchase, here’s how to find it: https://support-classic.wolfquest.org/help/getting-a-steam-key-from-itch-io-purchase

Q: How many players will be able to join a multiplayer game?
A: We understand that many people want to have a lot more players in a MP game session, but we don’t know yet what will be possible. It partly depends on performance: more players can spawn more animals, which increases the burden on the host’s computer to run the entire simulation.

Q: How does sleeping work with the new, dynamic time system?
A: Player-wolves can sleep whenever they want, but everyone needs to be sleeping simultaneously in order for time to advance rapidly as it does in single-player when sleeping. We are working on exactly how that will be triggered in the game.

Q: Can we fight other players?
A: We plan to add an (optional) PvP mode in the Tower Fall episode, which will follow Slough Creek.

Q: Can we fight the other packs? Can we establish territory in Amethyst Mountain in multiplayer?
A: Yes, you can fight stranger wolves, just as you can in single-player. We are planning a multiplayer mode that includes territorial acquisition in Amethyst, though it may not be available initially.

Q: Will players have to make a new account to play multiplayer?
A: WQ: Anniversary Edition will use new accounts (very similar to old accounts, just a newer version). There will be a simple method for upgrading your existing WQ account.

Q: Will there be changes to the chat system?
A: Text Chat is much improved from the old game: you can resize the chat panel, adjust opacity, and more. We’ll show that in a future devblog.

Q: Can we see the difficulty level of the game we are joining?
A: Yes — as well as which mission it is currently on (if there’s a sequence of missions, as there will be in Slough Creek).

Q: Will there be a way for players to find their friends and know if they are online?
A: This should already work in WQ 2.7, but we know it’s not reliable for everyone. We’ll take another look at that in the new account system.

Q: Can we block certain players from joining our games?
A: We want to have better options for this kind of thing, but no details yet.

Q: Once our multiplayer pack is formed, can we close the game to newcomers so we can role play without interruption?
A: Yes.

Q: Can we play as pups or other animals?
A: Maybe someday!


______________
We have released the first episode of WolfQuest 3: Anniversary Edition (Amethyst Mountain) for PC/Mac on Steam and itch.io, as Early Access. While in Early Access, we are updating the game frequently with more features, multiplayer, and ultimately the Slough Creek episode with pups. The mobile version will come after the game is completed on PC/Mac platforms. We’ll then resume development of the next episode, Tower Fall (DLC).

Patch 1.0.3h released!

We've released the next patch, v1.0.3h!

[h2]IMPROVEMENTS:[/h2]
* New music track, a fingerstyle guitar version of the old High Hunt theme; plays when hunting mule deer and moose at night.
* Reduced amount of RAM memory used by the game. Should allow the game to run more reliably on computers with less RAM.
* Mates will come closer to player-wolf when sleeping (that distance is still affected by personality).
* Small alert appears now if you unlock the cursor (to allow free cursor movement independeng of wolf controls) -- we suspect that some players do this inadvertently (by tapping the comma key) and then are confused when the wolf controls do not work properly.


[h2]GENERAL BUGS FIXED:[/h2]
* Player-wolf sometimes jumps on slopes that are not steep enough to warrant a jump.
* Cougar swims underwater.
* Fresh carcasses turn gory a bit too quickly when predators start eating them.
* Amethyst snow cover is inconsistent between near and far areas during Fall season.
* Amethyst: Gap in one area of mountain slope on Basic graphics mode.
* Amethyst: Can get stuck at edge of map north of Lamar River.
* In Wolf Customization, neck ruff slider resets each time you open the panel.
* Buck mule deer lose their antlers upon dying.
* Cougar chases player-wolf farther than it really should.
* Sometimes a lot of coyotes converge on carcasses.
* Typo in Cinnabar pack name.
* In rare situations, things go awry when loading an autosave, trying to place animals far away from the terrain, causing bad performance and game crash.
* If audio volume is set to zero, some audio still plays when starting a game.
* Lost River: Various rock and collider issues.
* Thin white border on some dream images.

Stop and Smell the Arnica (Devblog)

We’re all busy working on various aspects of the game. Tommi is creating the mate and pup AI for life at the den. Mikko is making some important refinements to multiplayer. Andrei is expanding features in many of the game’s secondary systems.  And Susan is taking time to sew masks for donation to hospitals, non-profits, and congregate living communities. If you want a WolfQuest themed mask, Redbubble has added them as a product option at our Merch store

Meanwhile, I have been working on a variety of things as well, including some tricky bugs in the latest beta build. I've also been looking for some wildflowers to include in Slough Creek. The models take a bit of tweaking but add some nice spring color, as you can see in this week's devblog video.

[previewyoutube][/previewyoutube]

___________________________
We have released the first episode of WolfQuest 3: Anniversary Edition (Amethyst Mountain) for PC/Mac on Steam and itch.io, as Early Access. While in Early Access, we are updating the game frequently with more features, multiplayer, and ultimately the Slough Creek episode with pups. The mobile version will come after the game is completed on PC/Mac platforms. We’ll then resume development of the next episode, Tower Fall (DLC).

New beta (1.0.3h beta 1) now available for testing

UPDATE: Saved games in this beta are not backward-compatible with the last official release, so if you want to try the beta, be sure to start a new game.
_______

Patch 1.0.3h is now available in our beta branch! (Instructions below on how to get it.)

[h2]IMPROVEMENTS:[/h2]
* New music track, a fingerstyle guitar version of the old High Hunt theme; plays when hunting mule deer and moose at night.
* Reduced amount of RAM memory used by the game. Should allow the game to run more reliably on computers with less RAM.
* Mates will come closer to player-wolf when sleeping (that distance is still affected by personality).
* Small alert appears now if you unlock the cursor (to allow free cursor movement independeng of wolf controls) -- we suspect that some players do this inadvertently (by tapping the comma key) and then are confused when the wolf controls do not work properly.

[h2]GENERAL BUGS FIXED:[/h2]
* Player-wolf sometimes jumps on slopes that are not steep enough to warrant a jump.
* Cougar swims underwater.
* Fresh carcasses turn gory a bit too quickly when predators start eating them.
* Amethyst snow cover is inconsistent between near and far areas during Fall season.
* Amethyst: Gap in one area of mountain slope on Basic graphics mode.
* Cougar chases player-wolf farther than it really should.
* Sometimes a lot of coyotes converge on carcasses.
* Typo in Cinnabar pack name.
* In rare situations, things go awry when loading an autosave, trying to place animals far away from the terrain, causing bad performance and game crash.
* If audio volume is set to zero, some audio still plays when starting a game.
* Lost River: Various rock and collider issues.
* Thin white border on some dream images.

[h2]To get the beta build:[/h2]
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.

Swamping Slough Creek (Devblog)

One of our goals with WolfQuest: Anniversary Edition is to recreate seasonal changes of Yellowstone’s Northern Range in accurate and immersive ways. As we work on the upcoming Slough Creek episode, while Tommi works on the den quest, Mikko works on refinements to multiplayer movement, and Andrei fixes bugs and a whole variety of things, I’m spending some time on spring changes in the environment. Today’s devblog looks at two of these: the lingering presence of snow on north-facing slopes in April, and the floods that often fill the meadows with water in May.

These flooded meadows will present hazards to pups, but not in the way of the old game, because…wait for it…in the new Slough Creek episode, pups can swim! Well, at least they can stay alive in the water…in good conditions….for awhile. Water will still present a hazard, but it won’t be instant death for pups like it was in the old game.

Here's the devblog video:

[previewyoutube][/previewyoutube]

The amazing aerial photos of Slough Creek flooded in May were taken by Jenny Golding and George Bumann, used with permission. Be sure to check out their website and YouTube channel for a lot more photos, stories, and information about Yellowstone nature.

______________
We have released the first episode of WolfQuest 3: Anniversary Edition (Amethyst Mountain) for PC/Mac on Steam and itch.io, as Early Access. While in Early Access, we are updating the game frequently with more features, multiplayer, and ultimately the Slough Creek episode with pups. The mobile version will come after the game is completed on PC/Mac platforms. We’ll then resume development of the next episode, Tower Fall (DLC).