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WolfQuest: Anniversary Edition News

Patch v2.0.4a Released!

[h2]2.0.4a - RELEASED 21 OCTOBER 2025[/h2][p][/p][h3]BUGS FIXED: [/h3][p]* Beige coat (revised a few months ago) does not have supracaudal gland marking on tail.
* Lost River DLC Map: Halloween coffins are missing their mesh, and Halloween cats float during winter season.
* Unity (game engine) bug that could allow another application installed on the user's computer to execute malicious code in the game (though there are no known cases of this in any Unity game, and WolfQuest does not use the particular code that would make this intrusion more feasible.)[/p]

Patch v2.0.4a in Public Beta

[h2]2.0.4a - PUBLIC BETA[/h2][p][/p][p]NOTE: Game saves ARE backward compatible with v2.0.4, so you can switch back to that version and continue playing. Multiplayer games are also backward-compatible with that last patch, so you can play with those who are not in this beta.[/p][p][/p][h2]BETA 1[/h2][p][/p][h3]BUGS FIXED:[/h3][p]* Beige coat (revised a few months ago) does not have supracaudal gland marking on tail.[/p][p]* Lost River DLC Map: Halloween coffins are missing their mesh, and Halloween cats float during winter season.[/p][p]* Unity (game engine) bug that could allow another application installed on the user's computer to execute malicious code in the game (though there are no known cases of this in any Unity game, and WolfQuest does not use the particular code that would make this intrusion more feasible.)[/p]

Tower Fall Rocks!

[p]Fire and ice forged the terrain around Tower Fall in Yellowstone National Park. Today's devblog takes a look at that geologic history -- and how we're recreating that environment for the upcoming Tower Fall DLC map.[/p][p][/p][previewyoutube][/previewyoutube][p]This area, which lies just north of the Yellowstone caldera, features an ancient volcano called Mount Washburn, which erupted around 640,000 years ago, spewing lava and ash. Some of the lava cooled quickly and formed blocky rocks called breccia. The upper slopes of the mountain are blanketed with dark, angular rocks. Creating this kind of landscape in the game has been difficult, since terrain textures can't render such sharp bumps without special techniques that have a major performance impact. But by using a Blanket shader (the same one that we're using for large grass patches), we can "wrap" rock meshes to the terrain, giving us good, realistic coverage which looks so much better than the plain terrain.[/p][p][/p][p]Many of these breccia rocks came to rest on the upper surfaces of the mountain, but others got caught in mudflows, which carried them farther downhill before cooling. As they cooled, those flows formed conglomerate rocks. These conglomerates along with the breccia form the slopes of Mount Washburn today. [/p][p][/p][p]During that eruption, Washburn also spewed out clouds of volcanic ash, which drifted away before settling onto the ground -- but the ash particles were still so hot, over 600 degrees celcius, that they welded together. This rock is now called welded ash or tuff, and that forms much of the northern areas of the game map. It's a hard rock indeed, but it has eroded in some places, such as the famous Devil's Den, just above the Tower Fall waterfall, where the creek has carved a crazy maze of spires and pinnacles. [/p][p][/p][p]Millions of years after these eruptions, the glaciers moved in, scouring the landscape and then as they receded, leaving behind a layer of glacial till. They also deposited many boulders (glacial erratics) and carved out a few glacial ponds. This left much of the game map a gentle landscape, with rolling hills and ravines in the Antelope Creek watershed, where the glaciers scoured the land and filled it in with gravel. [/p][p][/p][p]All this makes the Tower Fall map quite different from the granite landscapes of Slough Creek and Hellroaring. It's much more similar to Amethyst, with chunky, bumpy conglomerate rock formations and broad valleys and plateaus that are layered with glacial till. The only major topographical feature, besides Mount Washburn itself, is the Grand Canyon of the Yellowstone River, on the eastern edge of the map. The river has cut a deep canyon through various layers of conglomerate and glacial till -- but since it's mainly in this corner of the map, so you can just avoid that area if you want.[/p][p][/p][p]We have plenty more work to do on Tower Fall, including dens, so stay tuned for updates![/p]

Patch v2.0.4 Released!

[h2]2.0.4 - RELEASED 23 SEPTEMBER 2025[/h2][h3]
NEW: Bison Herds[/h3][p]* Six somewhat large herds of bison are found on each map.
* Most herds have one or two emaciated adult bison, who are much weaker than healthy adults and are recognizable by their protruding ribs.
* To hunt bison: try to disrupt the herd to isolate calves or emaciated adults from the protection of others. Best done with large packs of eight or more wolves.

NEW: Unforgiving Difficulty Level. This is similar to Accurate, but:
* Damage dealt to every NPC (except pups) by every NPC (including pups) is increased.
* Modestly increases damage dealt to player's pups from competitors and prey.
* Slows NPC wolf health regeneration.
* Increases player's pups' food requirements.
* Increases chance of sickness among players' pups -- but also increases chances of recovery.
* Increases difficulty of chasing off eagle during pup raids.
* Increases initial competitors' Fight meters a bit, and decreases their Flight meter.
* Pup raid and hex invasion frequencies are same as in Accurate.
* Note: Ironwolf players can switch between Accurate and Unforgiving difficulty levels at any time.
* Note: All the Accurate achievements are also unlockable on Unforgiving.[/p][p][/p][h3]ALSO NEW:[/h3][p]* New Gameplay Option in Game Settings: Critical Hits for Adult NPC Wolves. When enabled, all NPC wolves (packmates, rivals, dispersals) have a very small chance of receiving severe (potentially fatal) damage from prey or competitors during hunts and fights. Enable this if you don't like how your packmates are invulnerable once they survive their first year.
* New Packmate Health onscreen display: A column of pawprint icons showing the health of your packmates. Press Ctrl-N to toggle it on/off. (Remappable in Game Settings: Controls)
* Wake-Up Raids option in Gameplay Settings: This allows rival wolves and other competitors to begin a raid while your wolf is sleeping, forcing you to wake up and respond. (Raiders will not wake you up if your health is below 45%.)[/p][p][/p][h3]IMPROVEMENTS:[/h3][p]* Some measures to prevent rival pack names from being reused.
* Refinements to packmate positioning when gathering in a circle around the player.
* Full Saga Multiplayer: Automatically update family snapshot when a client player renames a packmate.
* Restored "You're Pregnant" notification after fixing bug which can break the game in rare circumstances in multiplayer games.
* Added a smooth camera movement to return to default position when getting kicked off prey. (Was an abrupt snap before.)
* Add a multi-day cooldown for rivals moving to different maps before being allowed to reemerge.
* Adjustments to frequency of several coats.
* Multiplayer: Reduced territory decay during homesite quests a bit.
* Set odds for recently-added coats to normal (had been a bit higher since they were added).
* Prevent packmate from getting stuck on loop, dropping food for injured mate, then immediately picking it up.[/p][p][/p][h3]BUGS FIXED:[/h3][p]* Multiplayer: Client player (but only client player) can get the achievement "Me Time" during roaming quests.
* Multiplayer: Packmate can disappear or not act fully as a packmate.
* Multiplayer: Pack Rally state not saved for clients.
* Age seven is a death sentence for many rival wolves.
* After joining a rival pack, some pups in that pack have weight of zero pounds.
* NPC wolves cannot eat carcass on a bridge.
* Survival of the Pack achievement can be unlocked after joining a rival pack midway through the year.
* Bull elk will bugle at each other but will not fight.
* If trying to court a wolf after being rejected, the trial fails instantly because Affinity is at zero. (Now will be set to 25%.)
* Wolves sometimes do Ferris Wheel rotation when in Photo Mode.
* Game can stall out in certain cases when moving maps.
* Amethyst Mountain Early Spring: Missing textures on one plant object.
* Notification when Eagle Raid ends does not appear.
* It's possible to cancel an Unknown Fate by triggering a home site move.
* Unknown Fate sometimes doesn't get triggered during Young Hunters when it should.
* Wolf Customization: Genetic Coat Color help button was not clickable in some situations.

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See all patch notes at https://support.wolfquest.org
[/p]

Bring On the Bison Herds!

[p]Bison herds are here! They're ready and waiting for you...but are you ready for them?[/p][p][/p][previewyoutube][/previewyoutube][p]Some basics: [/p][p]* Bison herds are persistent (like elk herds). Each map has six herds, and each herd is reliably found in a particular area of each map. Like elk, they generally are in the highlands in the summer and lowlands in the winter. There are still those small groups of old bulls here and there.[/p][p]* These herds are about the size of elk herds in the game -- nowhere near the size that real herds can get. We would love to have huge herds, but we're limited by computer performance constraints. [/p][p]Bison are the most dangerous animals in Yellowstone (except, of course, for humans). They are not too impressed with wolves. Every other ungulate will flee if they think that wolves pose a threat, but not bison. They do want to protect their calves, though, so if wolves approach, they group up, forming a circle with their calves in the middle. [/p][p]So as a wolf, you need to disrupt that formation and hope to draw a calf out of the safety of that circle. The way to do that is by harassing the adults, especially the cows. If you can lure a cow bison away from the herd, then its calf will probably follow it, and that's your opportunity. You and your packmates can swarm it, trying to get in enough bites to kill it, while avoiding the hooves and horns of its mother. And, hopefully, not many other adult bison will come to the aid of the calf before you succeed.[/p][p]The emphasis there is on "packmates." Wolf biologists have found that the optimal number of wolves in an elk hunt is only four -- but it takes more than that to hunt bison. Biologists have found that optimal number of wolves when hunting bison is nine to thirteen, because you need a lot of wolves to harass the bison and spread out the damage that bison deal out. [/p][p]We've built the bison hunting gameplay on that finding, along with many other observations and insights by wolf biologists. The book "Wolves on the Hunt" has been an important source. It has dozens of observations of wolves hunting bison, which give you a new appreciation for the patience of a wolf. In most of these hunts, wolves spend most of their time just hanging around near the herd, waiting for something to happen, for some bison to wander away from the group, or to make a mistake. One thing we learned from this, then confirmed in some email correspondence with Dan Stahler, one of our advisors and the head of the Yellowstone Wolf Project, is that bison rarely flee from wolves. Not that it never happens, but it's rare, and usually brief. Bison understand their power, both individually, with their massive size and strength and their pointy horns, but also the power of the herd. They're much better off grouping up rather than fleeing. They form that circle around their calves and dare any wolf to come and bite a calf. [/p][p]So instead of a brute force attack, wolves have learned to tease and coax individual bison away from the herd in hopes of getting a calf out of that protection as well. That's the main tactic to use. But if you're patient, you can also wait. Bison have to eat, and every so often, they'll start moving along to find another grazing spot. You can hang back and watch for an opportunity then. Maybe a cow or calf will fall behind, losing the immediate protection of the herd.[/p][p]Calves in summer and fall are the wolves' primary targets in a bison herd – but almost every herd has one or two weaker adults who, due to sickness or whatever, are not thriving. They often have half or even less of the normal health of adult bison. You can identify them by their protruding ribs and pelvis -- that's the sign of an emaciated bison who, again with some help from packmates, offers a reasonably good chance of a successful kill.[/p][p]So, the bison herds are here in the new public beta for the next update, v2.0.4. It's out now on the Steam public beta branch! This update also has the new difficulty level, Unforgiving, along with Critical Hits for Adult NPC Wolves and Packmate Health display. We are still tweaking and tuning all of these new features, and we look forward to getting feedback from everyone who opts into the public beta![/p][p]See the build notes for v2.0.4, and how to opt into the public beta on Steam.[/p]